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Codex Astra Militarum: Astra Militarum 8th edition was released on 10-07-17

Astra Militarum

Codex: Astra Militarum (6th Ediiton) (Digital Edition), 'Tank Commanders,' 'HQ-Tank Commander' Codex: Imperial Guard (5th Edition), pg. 58 Imperial Armour Volume One - Imperial Guard and Imperial Navy, pp. Warhammer 40k is a FANDOM Games Community. View Mobile Site.

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019
Armoured SentinelsFast Attack40-40--30--
BanebladeLord of War430-390-----
BanehammerLord of War410-390--370--
BaneswordLord of War390-390--370--
BasilisksHeavy Support100-100-----
BullgrynsElite35-35-----
ChimeraDedicated Transport75-75--60--
Command SquadElite6-6-----
CommissarElite30-30-1515--
Company CommanderHQ30-30-----
ConscriptsTroops3-34-4--
DeathstrikeHeavy Support155-155--125--
DoomhammerLord of War420-420--400--
Heavy Weapons SquadHeavy Support4-6-----
HellhammerLord of War450-410-----
HellhoundsFast Attack73-73-----
HydrasHeavy Support115-100--85--
Infantry SquadTroops4-4-----
Knight Commander PaskHQ177-177-----
Leman Russ Battle TanksHQ132-122-----
Leman Russ DemolishersHQ132-------
Lord CommissarHQ50-50-3030--
ManticoreHeavy Support125-125135-125--
Master of OrdnanceElite38-30-----
Militarum Tempestus
Command Squad
Elite9-9-----
Militarum
Tempestus Scions
Troops9-9-----
Officer of the FleetElite25-25--20--
OgrynsElite30-30--24--
Platoon CommanderHQ20-20-----
RatlingsElite5-87-7--
Rough RidersFast Attack8-------
Scout SentinelsFast Attack35-35--30--
ShadowswordLord of War430-390--410--
Special Weapons SquadElite4-4-----
StormlordLord of War430-430-----
StormswordLord of War390-390-----
Tank CommanderHQ167-167--142--
TauroxDedicated Transport55-4050-50--
Taurox PrimeDedicated Transport60-6580-80--
Tempestor PrimeHQ40-40-----
ValkyriesFlyer130-110--100--
VeteransElite6-6--5--
WyvernsHeavy Support85-8595-95--
Colonel ‘Iron Hand’ StrakenHQ90-75-----
Colour Sergeant KellElite50-50--40--
Commissar YarrickHQ130-130--100--
Nork DeddogElite80-70--60--
Sergeant HarkerElite50-50-----
AstropathElite--1530-30--
Primaris PsykerHQ--2838-38--
Wyrdvane PsykerElite--8--7--
CrusadersElite--11-----
Ministorum PriestElite--35-----
Tech-Priest EnginseerElite--30-----
Lord Castellan CreedHQ70----55--
Aquila LanderFlyer-110------
Arkurian Pattern StormbladeLord of War-400------
Arkurian Pattern
Stormhammer
Lord of War-390------
Arkurian Pattern
Stormsword
Lord of War-390------
Armageddon
Pattern Basilisk
Heavy Support-115------
Armageddon Pattern MedusaHeavy Support-103-115-115--
Artemia Pattern HellhoundFast Attack-100-73-73--
Arvus LighterFlyer-115------
Atlas Recovery TankElite-90------
Avenger Strike FighterFlyer-125-150-150--
Centaur Light CarrierDedicated Transport-46------
Colossus BombardHeavy Support-150------
Crassus Armoured
Assault Vehicle
Lord of War-200------
Cyclops Demolition VehicleHeavy Support-40-60-60--
Dominus Armoured
Siege Bombard
Lord of War-450-600-600--
Earthshaker BatteryHeavy Support-80-115-115--
Earthshaker CarriageHeavy Support-75-105-105--
Guardsman CrewmanHeavy Support-4------
Gorgon Heavy TransporterLord of War-350-300-300--
Griffon Mortar CarrierHeavy Support-70-77-77--
Gryphonne Pattern ChimeraDedicated Transport-75------
Hades Breaching DrillElite-65------
Hades Breaching Drill VeteransElite-6------
Heavy Mortar BatteryHeavy Support-60------
Heavy Quad Launcher BatteryHeavy Support-73-85-85--
Hydra BatteryHeavy Support-90-75-75--
Imperial Fortress WallsFortification-400-800-800--
Leman Russ AnnihilatorHeavy Support-132-122-122--
Leman Russ ConquerorHeavy Support-110-122-122--
Leman Russ Stygies VanquisherHeavy Support-165-160-160--
Lightning Strike FighterFlyer-95-125-125--
Macharius Heavy TankLord of War-345------
Macharius OmegaLord of War-355------
Macharius VanquisherLord of War-360------
Macharius VulcanLord of War-350------
Malcador AnnihilatorHeavy Support-200------
Malcador DefenderHeavy Support-200------
Malcador Heavy TankHeavy Support-190------
Malcador InfernusHeavy Support-312------
Manticore BatteryHeavy Support-80-110-100--
Marauder BomberLord of War-252------
Marauder DestroyerLord of War-146------
Medusa Carriage BatteryHeavy Support-80-100----
Minotaur Artillery TankLord of War-280------
Praetor Armoured Assault LauncherLord of War-350------
Rapier Laser DestroyerHeavy Support-70-80-80--
Sabre Weapons BatteryHeavy Support-20------
Salamander Command VehicleElite-75-110-110--
Salamander Scout TankFast Attack-55------
Sentinel PowerliftersHeavy Support-45------
Stygies Destroyer Tank HunterHeavy Support-170-160-160--
Stygies Thunderer Siege TankHeavy Support-170-160-160--
Tarantula BatteryHeavy Support-10-20-20--
Tauros Assault VehicleFast Attack-37------
Tauros VenatorFast Attack-46------
Thunderbolt Heavy FighterFlyer-100-125-125--
Trojan Support VehicleDedicated Transport-90------
Valdor Tank HunterLord of War-370------
Vendetta GunshipFlyer-110------
Vulture GunshipFlyer-112------
Death Korps of Krieg
Command Squad
Elite-7-7-7--
Death Korps CommissarElite-30--1515--
Death Korps Death Rider
Command Squadron
Elite-15------
Death Korps Death Rider CommissarElite-50--3535--
Death Korps Death Rider SquadronFast Attack-14------
Death Korps Death Rider
Squadron Commander
Elite-38------
Death Korps Combat
Engineer Squad
Elite-7-7-7--
Death Korps Field OfficerHQ-23------
Death Korps Centaur Light Assault CarrierDedicated Transport-46------
Death Korps Grenadier Storm SquadTroops-8-8-8--
Death Korps Heavy
Weapons Squad
Heavy Support-5------
Death Korps Infantry SquadTroops-5------
Death Korps Leman Russ
Mars Alpha Battle Tanks
Heavy Support-132-122-122--
Death Korps MarshalHQ-37------
Death Korps Marshal Karis VennerHQ-55------
Quartermaster RevenantElite-33------
Medicae ServitorElite-2------
Death Korps Storm ChimeraDedicated Transport-80------
Elysian Command SquadElite-7-7-7--
Elysian Company CommanderHQ-40------
Elysian Drop SentinelsElite-40------
Elysian Drop Trooper SquadTroops-5------
Elysian Heavy Weapons SquadHeavy Support-5------
Elysian Lord CommissarHQ-60------
Elysian Platoon CommanderElite-30------
Elysian Sniper SquadElite-5------
Elysian Special Weapons SquadElite-5------
Elysian Veteran SquadElite-7-7----
Valkyrie Sky TalonFlyer-130------
Rein and RausElite--------
ServitorsElite--2-----
Ogryns BodyguardElite--55--45--
Primaris RedoubtFortification -300-700-700--
Sly MarboElite----8555--
Commissar Severina Raine HQ-------36

Defenders of Humanity: If your army is Battle-forged, all Troops units in Astra Militarum Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

  1. Home » 8th Edition » Astra Militarum » Imperial Guard » Warhammer 40k » Codex Preview Astra Militarum: Vostroya Codex Preview Astra Militarum: Vostroya The guard army that made me want to play Guard when local player showed up with them.
  2. WARHAMMER 40,000: ASTRA MILITARM 1 WARHAMMER 40,000 CODEX: ASTRA MILITARUM Official Update for 7th Edition, Version 1.1 Although we strive to ensure that our codexes are perfect, sometimes mistakes do creep in. In addition, we occasionally print new versions of our rules, which.

Astra Militarum Orders

Take Aim!: Re-roll hit roll of 1 for all models in the ordered unit until the end of the phase.

First Rank, Fire! Second Rank, Fire!: All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.

Bring it Down!: Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.

Forward, for the Emperor!: The ordered unit can shoot this phase even if it Fell back in its Movement phase.

Move!Move!Move!: Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.

Fix Bayonets!: This order can only be issued to units that are within 1″ of an enemy unit. The ordered unit immediately fights as if it were the Fight phase.

Regimental Orders

Cadian (Tank Order) Pound Them to Dust!: For the duration of this phase, you can re-roll the dice when determining the number of attacks the orderd model can make with turret weapons, that use a randomly determined number.

Catachan Burn Them Out: You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers unit the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their savings throws for being in cover this phase.

Valhallan Fire on My Command!: The ordered unit can shoot a enemy units that are within 1″ of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1″ of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1″ of an enemy unit.

Vostroyan Repel the Enemy!: Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1″ of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1″, even if friendly units are within 1″ of these units.

Armageddon Mount up!: Unit the end of the phase, the ordered unit can shoot and ten immediately embark within a friendly Armageddon Transport Vehicle, as long as all models in the unit are within 3″ of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase.

Tallarn (Tank Order) Get Around Behind Them!: The ordered model can move up tgo 6″ in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon.

Militarum Tempestus Elimination Protocol Sanctioned!: You can re-roll failed wound rolls for models form the ordered unit when attacking any enemy Vehicles or Monsters this phase.

Mordian Form Firing Squad!: Until the end of the phase, the ordered unit can target Characters with their Rapid Fire weapons, even if they are not the closest enemy unit.

Regimental Doctrines

Cadian Bron Soldiers: Re-roll hot rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an Infantry unit with this doctrine is issuedthe Take Aim! Order and it did not move in the previous Movment phase, re-roll all failed hit rolls for the unit until the end of the phase instead.

Catachan Brutal Strength: Infantry units with this doctrine add 1 to their Strength. In addition, they can add 1 to their Leadership if they are within 6″ of friendly Catachan Officer. Each time a Vehicle with this Doctrine fires a ranged weapon that makes a random number of attacks you can re-roll one of the dice used to determine the number of attacks made.

Valhallan Grim Demeanour: Infantry units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. Vehicles with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.

Winrar

Vostroyan Heirloom Weapons: Units with this doctrine can add 6″ to the maximum range of Heave or Rapid Fire weapons they fire which would normally have a range of 24″ or more.

Armageddon Industrial Efficiency: Infantry units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18″, rather than half the weapon’s range as normal. Vehicles with this doctrine treat attacks against them with an AP of -1 as having AP 0.

Tallarn Swift as the Wind: Infantry units with this doctrine can Advance and still shoot any weapon type except Heavy weapons. When they do so they do not suffer the usual penalties to hit rolls for Assault Weapons. Vehicles with this Doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a Titanic Vehicle with this Doctrine Advances, it treats all Heavy Weapons it is equipped with as Assault weapons until the end of the turn.

Militarum Tempestus Storm Troopers: If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.

Mordian Parade Drill: If the base of every model in an Infantry unit with this doctrine is touching the base of at least one other model from the same unit, the unit has 1+ Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for Vehicles with this doctrine when firing Overwatch if they are within 3″ of one or more other friendly Mordian Vehicles

As of 06-05-2017 Astra Militarum Stratagems groups are…

  • Universal Stratagems
  • Astra Militarum Stratagems
  • Regiment Stratagems
  • Emperor’s Blade Assault Company
  • Emperor’s Wrath Artillery Company
  • Emperor’s Conclave Infantry Company
  • Emperor’s Fist Tank Company
  • Tempestus Drop Force

(See tabs for details)

As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

As of 11-12-2017 Astra Militarum Stratagems are…

Vortex Missile: 3 CP

Use this before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6″ are hit. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds.

Fire On My Position: 3 CP

Use this when the last model is slain from an Astra Militarum unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3″ of it. On a 4+ that unit suffers D3 mortal wounds.

Crush Them!: 1 CP

Use at the start of the Charge phase. Select an Astra Militarum Vehicle unit from your army. This unit can charge even if it Advances this turn. In the following Fight phase, attacks made by this unit hit on 2+

Imperial Commander’s Armoury: 1/3 CP

Use before the battle. Your army can have one extra Heirlooms of Conquest for 1 CP, or two extra Heirlooms of Conquest for 3 CPs. All the Heirlooms of Conquest that you include must be different and be given to different Astra Militarum Characters.

Aerial Spotter: 2 CP

Use this at the start of the Shooting phase. Select a Basilisk or Wyvern model from your army. You can re-roll failed hit rolls for this unit in this phase.

Jury Rigging: 1 CP

Use this at the start of your turn. Select an Astra Miltarum Vehicle from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound.

Consolidate Squads: 1 CP

Use this at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2″ of another of your Infantry Squads from the same Regiment. You can merge these squads into a single unit and they are treated as such for the rest of the battle.

Officio Prefectus Command Tank: 2 CP

Use this at the start of the first battle round, before the first turn begins. Select a Leman Russ from your army. All friendly Astra Miltarum units have a Leadership characteristic of 9 whilst they are within 6″ of this vehicle.

Mobile Command Vehicle: 1 CP

Use this at the start of any turn. Choose a Chimera from your army. Unit the end of the turn an Officer from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera, and is treated as being within 3″ of a vox-caster.

Preliminary Bombardment: 2 CP

Use this after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.

Inspired Tactics: 1 CP

Use this after an Officer from your army has issued an order or tank order. That officer may immediately issue an additional order.

Defensive Gunners: 1 CP

Use this when a charge is declared against one of your Astra Militarum Vehicle units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

Take Cover: 1 CP

Use this in your opponent’s Shooting phase, when your opponent selects one of your units as a target you can add 1 to saving throws you make for this unit until the end of the phase.

Grenadiers: 1 CP

Use this before an Astra Militaum Infantry unit from your army shots or fires Overwatch. Up to ten models in the unit that are armed with grenades can thrown a grenade this phase, instead of only one model being able to do so.

Fight to the Death: 1 CP

Use this at the start of the Morale phase. Pick an Astra Miltarum Infantry unit from your army that is required to that a Morale test. You can roll a D3 for that unit, rather than a D6, when taking this test.

Masterful Marksmanship: 1 CP

Use when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.

Go! Recon!: 1 CP

Use this at the start of your Shooting phase. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6″ but cannot shoot or charge this turn.

Vengeance for Cadia: 1 CP

Use this when you select one of your Astra Militarum units to shoot or fire Overwatch. Re-roll failed hit and wound rols for models in this unit that target Chaos units until the end of the phase.

As of 11-12-2017 Regiment Specific Stratagems are…

Volley Fire: 1 CP

Use this before a Mordian Infantry unit from your army shots in the Shooting phase. Each time you make a hit roll 6+ for a model in that unit, that model can immediately shoot again with the same weapon at the same target.

Overlapping Fields of Fire: 2 CP

Use this after a Cadian unit from your army has inflicted an unsaved wound on a enemy unit in the Shooting phase. You can add 1 to hit rolls for any other Cadian units from your army that target the same enemy unit this phase.

Send in the Next Wave!: 2 CP

Use this at the end of your Movement phase. Select a Valhallan Infantry unit from your army that was destroyed earlier in the battle. Set up this unit wholly within your deployment zone, within 6″ of the edge of the battlefield and more than 9″ from any enemy models.

Firstborn Pride: 1 CP

Use this at the start of your Shooting phase. Select a Vostroyan unit from your army. You ca add 1 to hit rolls made for this unit until the end of the phase.

Superior Intelligence: 1 CP

Use this immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Militarum Tempestus Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Ambush: 3 CP

Astra Militarum Codex Torrent

Use this during deployment. Choose up to three Tallarn units to set up in ambush instead of placing them on the battlefield. At the end of any of our Movement phases these units can strike from hiding – set each of them up wholly within 7″ of any battlefield edge and more than 9″ from any enemy models.

Armoured Fist: 1 CP

Use this at the start of your Shooting phase. Select an Armageddon Infantry unit from your army that disembarked from an Armageddon Transport Vehicle this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase.

Vicious Traps: 1 CP

Use this when an enemy unit finishes a charge move within 1″ of Catachan unit from your army that is wholly on or with a terrain feature. Roll a dice; on a 4+ that enemy suffers D3 mortal wounds.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

Emperor’s Blade Assault Company: 1 CP

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Blade Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, SPECIAL WEAPON SQUADS, VETERANS, INFANTRY SQUADS, CHIMERAS and TAUROXES in that Detachment gain the EMPEROR’S BLADE keyword.

Mechanized Fire Support: 1 CP

Use this Stratagem in the enemy Charge phase after an EMPEROR’S BLADE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX from your army within 6″ of the unit being charged. The vehicle picked can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.

Rapid Redeploy: 1 CP

Use this Stratagem at the end of your Movement phase. An EMPEROR’S BLADE unit embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX can disembark. That unit cannot move further in this phase, but can otherwise act normally for the rest of the turn. That unit counts as having moved for any rules purposes, such as shooting Heavy weapons.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

The Emperor’s Conclave Infantry Company: 1 CP

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Conclave Specialist Detachment. COMPANY COMMANDERS, PLATOON COMMANDERS, COMMAND SQUADS, INFANTRY SQUADS, CONSCRIPTS, MINISTORUM PRIESTS and CRUSADERS units in that Detachment gain the EMPEROR’S CONCLAVE keyword.

No Quarter Given: 2 CP

Use this Stratagem at the start of the Fight phase. Pick an EMPEROR’S CONCLAVE unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight,even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.

Sanctimonious Charge: 1 CP

Use this Stratagem after an EMPEROR’S CONCLAVE MINISTORUM PRIEST makes a charge move. Until the end of that phase, add 1 to charge rolls for other friendly EMPEROR’S CONCLAVE units while they are within 12″ of that MINISTORUM PRIEST.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

The Emperor’s Fist Tank Company: 1 CP

Use this Stratagem when choosing your army. Pick an ASTRA MILITARUM Detachment from your army to be an Emperor’s Fist Specialist Detachment. LEMAN RUSS units in that Detachment gain the EMPEROR’S FIST keyword.

Unyielding Advance: 1 CP

Use this Stratagem at the start of your Shooting phase. Pick an EMPEROR’S FIST unit from your army. That unit can shoot its turret weapon twice as described in the Grinding Advance ability no matter how far it moved in the preceding Movement phase.

Steel Phalanx: 1 CP

Use this Stratagem at the start of your Charge phase. Pick an enemy unit. Each time an EMPEROR’S FIST unit from your army finishes a charge move within 1″ of that enemy unit, roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.

As of 06-03-2019 Specialist Detachment Stratagems are…

Field Commander: 1 CP

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

Tempestus Drop Force: 1 CP

Use this Stratagem when choosing your army. Pick a MILITARUM TEMPESTUS Detachment from your army to be a Tempestus Drop Force Specialist Detachment. TEMPESTOR PRIMES, TEMPESTUS SCIONS, TEMPESTUS COMMAND SQUADS and VALKYRIES in that Detachment gain the TEMPESTUS DROP FORCE keyword.

Precision Drop: 1 CP

Use this Stratagem at the start of your Movement phase. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army. Until the end of that phase, if models embarked within that VALKYRIE use the Grav-chute Insertion ability to disembark, do not roll a D6 for each model to determine if any are slain. Instead, no models from that unit are slain by that ability.

Aerial Fire Support: 1 CP

Use this Stratagem in the enemy Charge phase after a TEMPESTUS DROP FORCE INFANTRY unit from your army is chosen as the target of an enemy unit’s charge. Pick a TEMPESTUS DROP FORCE VALKYRIE from your army within 6″ of the unit being charged. That VALKYRIE can fire Overwatch at the charging unit even if it is not the target of the charge, and when doing so, will hit the enemy on hit rolls of 4+, regardless of modifiers.

As of 11-12-2017 Astra Militarum Unique Item groups are…

  • Heirlooms of Conquest
  • Regiment Specific Heirlooms of Conquest
  • Specialist Detachment Heirlooms of Conquest

(See tabs for details)

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If your army is led by a Astra Militarum Warlord, you may give one Heirlooms of Conquest to a Astra Militarum Character in your army. Named characters cannot be given Heirlooms of Conquest. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Emperor’s Benediction

Commissar or Lord Commissar with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol, S4, AP-1, D 2, This weapon can target a Character even if it is not the closest enemy unit, unless the bearer is within 1″ of an enemy unit.

The Laurels of Command

Officer with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly Regiment unit within 6″ of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.

The Deathmask of Ollanius

Infantry model only. The bearer of this item has 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer can immediately heal D3 wounds.

The Dagger of Tu’Sakh:

During deployment, you can set up the bearer and one Infantry unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must be the same Regiment as the bearer if the bearer has one. At the end of the any of your Movement phases these units can launch their daring attack – set them up within 3″ of each other, anywhere on the battlefield that is wholly within 6″ of any battlefield edge and more than 9″ away from any enemy models.

Kurov’s Aquila

Officers only. Each time your opponent uses a Strategem, roll a D6. On a 5+ you gain 1 Command point.

The Blade of Conquest

Model with power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S+2, AP-4, D D3, This weapon can target a Character even if it is not the closest enemy unit, unless the bearer is within 1″ of an enemy unit.

If your army is led by a Astra Militarum Warlord, you may give one Heirlooms of Conquest to a Astra Militarum Character in your army. Named characters cannot be given relics. Some Heirlooms of Conquest replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Relic of Lost Cadia

Cadian model only. The bearer can unveil the this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all Cadian units within 12″ of the bearer. You can instead re-roll all failed hit and wound rols for these units until the end of the turn if they are targeting a Chaos unit.

Mamorph Tuskblade

Catcahan model with a power sword. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee S+2, AP-3, D 2

Pietrov’s Mk 45

Valhallan model with a bolt pistol only. Replaces the model’s bolt pistol with the following profile: Range: 12″, Type: Pistol S4, AP-1, D 2. Friendly Valhallan units within 6″ of the bearer can never lose more than one model as the result of any single failed Morale test.

The Armour of Graf Toschenko

Vostroyan Infantry model only. Increase the model’s Toughness to 4 and Save to 2+

Skull Mask of Acheron

Armageddon Character only. Enemy units within 3.” of the bearer suffer a -1 penalty to their Leadership. Ork units suffer a -2 penalty instead.

Claw of the Desert Tigers

Tallarn model with a power sword only. Replaces the model’s power sword with the following profile: Range: Melee, Type: Melee, S User, AP-3, D 2. Each time the bearer fights, it can make 2 additional attacks with this weapon.

The Tactical Auto-Reliquary of Tyberius

Militarum Tempestus model only. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1 nothing happens.

Order of the Iron Star of Mordian

Mordian Infantry model only. Each time the bearer suffers a wound or mortal wound, roll a dice; on a 4+ the wound is negated and has no effect.

If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Characters from your army.

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Emperor’s Blade Assault Company: Shield of Mortwald

The bearer has a 3+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed, the Shield of Mortwald ceases to function for the rest of the battle.

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Emperor’s Wrath Artillery Company: Agripinaa-Classorbital Tracker

In your Shooting phase, pick an EMPEROR’S WRATH unit from your army within 6″ of the bearer. Until the end of that phase, enemy units do not receive the benefit of cover when targeted by shooting attacks made by that unit.

Emperor’s Conclave Infantry Company: Litanies of the Holy Synod

If a friendly EMPEROR’S CONCLAVE unit within 6″ of the bearer takes a Morale test, roll two D6 and use the lowest result to determine the outcome of the Morale test. In addition, if the bearer is slain, before removing the model from the battlefield, pick another friendly EMPEROR’S CONCLAVE unit within 6″ of the bearer. For the rest of the battle that unit does not have to take Morale tests and can add 1 to its Attacks characteristic.

Emperor’s Fist Tank Company: Hammer of Sunderance

Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile: Range: 72″ , Type: Heavy 6, S 8, AP-2, D 3.

Tempestus Drop Force: Cypra Mundi Null-Emitter

If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer.

As of 06-05-2019 Astra Militarum Psychic Power groups are…

  • Psykana Discipline

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Psykana discipline by selecting the psychic powers you wish the psyker to have.

Terrifying Visions: WC 7

If manifested,choose an enemy unit within 18″ of the psyker. That unit subtracts 2 form its Leadership unit the start of your next turn.

Gaze of the Emperor: WC 6

If manifested, draw a straight line 2D6 long directly away from the psyker. Roll a dice for each model the centre of the line passes over. On a 4+ that model’s unit suffers a mortal wound.

Psychic Barrier: WC 6

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If manifested, choose a friendly Astra Militarum unit within 12″ of the pskyer. Until the start of your next Psychic phase, add 1 to that unit’s saving throws.

Nightshroud: WC 6

If manifested, choose a friendly Astra Militarum unit within 12″ of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty ot its hit rolls.

Metal Fortitude: WC 4

If manifested, select a friendly Astra Militarum unit within 12″ of the psyker. Until the start of your next Psychic phase, that unit automatically passes Morale tests.

Psychic Maelstrom: WC 7

If manifested, select an enemy unit within 18″ of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can then roll an other dice. On 3+ that enemy unit suffers another mortal. Continue this process adding 1 to the dice roll required each time until you fail to cause a mortal wound, or the enemy unit is destroyed.

As of 06-05-2018 Astra Militarum Warlord Trait groups are…

  • Universal Warlord Traits
  • Astra Militarum Warlord Traits
  • Regimental Warlord Traits
  • Specialist Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter:

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader:

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Astra Militarum Character, you can pick the Warlord Trait from the Astra Militarum Traits Table.

Grand Strategist:

While your Warlord is alive, you can re-roll a single hit roll, wound roll, or saving throw per battle. If your army is Battle-forged and this Warlord is on the battlefield roll a dice for each Command Point spent, on 5+ that Command Point is immediately refunded.

Old Grudes:

After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll faired wound rolls for Astra Militarum units from your army that target the unit you chose whilst they are within 6″ of your Warlord.

Implacable Determination:

When your Warlord and a single friendly unit within 3″ of them Advances, they may both add 6″ to their Move characteristic for that Movement phase instead of rolling a dice.

Draconian Disciplinarian:

You can re-roll failed Morale tests for friendly Astra Militarum Infantry units within 6″ of your Warlord in the Morale phase.

Bellowing Voice:

Add 3″ to the range of abilities on your Warlord’s datasheet.

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Master of Command:

Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command o Tank Orders ability, they may instead issue one additional order per turn.

You can instead pick a Regimental Warlord Trait instead of the Astra Militarum Warlord Traits, but only if your Warlord is from the relevant Regiment.

Cadian: Superior Tactical Training

Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional Cadian unit of the same type as the original target within 6″ of the Warlord.

Catachan: Lead from the Front

This Warlord can perform a Heroic Intervention if after the enemy has completed all their charge moves, they are within 6″ of any enemy units. This Warlord can move up to a 6″ performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. If you Warlord charged, was charged or performed a Heroic Intervention, then unit the end of the turn you can re-roll failed hit rolls made for that turn.

Valhallan: Tenacious

Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+, the wound is ignored. If your Warlord has vehicle keyword, the wound is ignored on a roll of 6+ instead.

Vostroyan: Honoured Duellist

Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.

Armageddon: Ex-gang Leader

Add 1 to this Warlord’s Attacks. In addition, add 1 to any wound rolls made for your Warlord in the Fight phase.

Tallarn: Swift Attacker

Your Warlord and all friendly Tallarn units within 6″ of them can charge even if they Fell Back that turn.

Militarum Tempestus: Faithful Servant of the Throne

Your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker

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Mordian: Iron Discipline

Roll a dice for each model that flees from any friendly Mordian units within 6″ of your Warlord in the Morale phase. On a 4+ that model does not flee.

You can instead pick a Warlord Trait instead of the Astra Militarum Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.

Emperor’s Blade Assault Company: Mechanized Commander

OFFICER from your army with the Voice of Command ability only. Your Warlord can issue orders whilst embarked within an EMPEROR’S BLADE CHIMERA or EMPEROR’S BLADE TAUROX (measuring ranges from any point on the vehicle) and is treated as being within 3″ of a vox-caster. When doing so, these orders can only be issued to friendly EMPEROR’S BLADE units.

Emperor’s Wrath Artillery Company: Lord of Ordnance

Each time you roll a wound roll of 6+ for an attack made by a friendly EMPEROR’S WRATH unit while they are within 6″ of your Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP 0 becomes AP-1, AP-1 becomes AP-2).

Emperor’s Conclave Infantry Company: Fiery Denouncer

Re-roll hit rolls of 1 for your Warlord and friendly EMPEROR’S CONCLAVE units within 6″ of your Warlord in the Fight phase.

Emperor’s Fist Tank Company: Unflinching Resolve

You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6″ of your Warlord, fire Overwatch.

Tempestus Drop Force: Grav-chute Commando

Add 1 to hit rolls for attacks made by friendly TEMPESTUS DROP FORCE INFANTRY units that disembarked from a friendly TEMPESTUS DROP FORCE VALKYRIE this turn while they are within 6″ of your Warlord.

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