# Astra Militarum Stratagems: 11th Edition Cards by Detachment

> All 65 Astra Militarum stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/astra-militarum

[§ PRINT](/print) · 11th edition

# Astra Militarum Stratagems: 65 stratagems across 13 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

65

Detachments

13 11 tournament legal

Army rules

8

Data

2026-08-04

[Print as cards](/print/stratagems?faction=astra-militarum) [Phase Plan](/phaseplan) [Astra Militarum meta](/metamerge/astra-militarum)

[Abhuman Auxiliaries](#det-abhuman-auxiliaries) [Armoured Infantry](#det-armoured-infantry) [Bridgehead Strike](#det-bridgehead-strike) [Combined Arms](#det-combined-arms) [Designation Force](#det-designation-force) [Embarked Regiment](#det-embarked-regiment) [Grizzled Company](#det-grizzled-company) [Hammer of the Emperor](#det-hammer-of-the-emperor) [Mechanised Assault](#det-mechanised-assault) [Recon Element](#det-recon-element) [Siege Regiment](#det-siege-regiment) [Steel Hammer](#det-steel-hammer) [Tempestus Boarding Regiment](#det-tempestus-boarding-regiment)

8 rules

## Army rules

What every Astra Militarum army brings to the table, whichever detachment it is built on.

### Voice of Command

Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER ’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.
OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to **Battle-shocked** units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

#### Move! Move! Move!

M +3" Add 3" to the Move characteristic of models in this unit.

#### Fix Bayonets!

WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

#### Take Aim!

BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

#### First Rank, Fire! Second Rank, Fire!

A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

#### Take Cover!

SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

#### Duty and Honour!

LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1.

65 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Abhuman Auxiliaries

3 stratagems

### Absolutist Principles

Commissars with experience overseeing auxiliary platoons display the ferocious strength of will and fearsome levels of scrutiny needed to ensure the most thick-skulled or rebelliously larcenous of soldiers – no matter what their size or shape – do their duty

▪ Friendly BULLGRYN SQUAD / OGRYN SQUAD / RATLINGS units have ABHUMAN.
▪ Friendly COMMISSAR models can:
▪ Issue the Take Aim! Order.
▪ Issue 1 Order to a friendly ABHUMAN unit. This **detachment** has the ABHUMAN tag and cannot be taken with another ABHUMAN **detachment**.

1 CP Either turn

### THICK-SKULLED OBDURANCE

Shooting · Fight

With an order to hold the line, Ogryn auxilia will devotedly – and stubbornly – endure the most extreme firepower to see their duty done.

When

Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly BULLGRYN SQUAD / OGRYN SQUAD unit that is within range of an **objective**.

Target

That BULLGRYN SQUAD/OGRYN SQUAD unit.

Effect

Attacks that target your unit have -1 **AP** until that enemy unit has attacked.

1 CP Your turn

### LOW PROFILE

Shooting

Ratling snipers carefully scout out the most advantageous vantage points from which to unleash their kill shots, positions in which their eerie stillness and diminutive silhouette are hard to spot.

When

Your Shooting phase, when a friendly RATLINGS unit has shot.

Target

That RATLINGS unit.

Effect

Those ranged attacks do not prevent your unit from being **hidden**.

1 CP Opponent's turn

### STIRRED TO ACTION

Shooting

An enemy who manages to pierce the Ogryns’ dense forms often succeeds only in attracting their attention and becoming the objects of a sudden and trampling rush.

When

Your opponent’s Shooting phase, when an enemy unit that targeted a friendly **unengaged** BULLGRYN SQUAD / OGRYN SQUAD unit has shot.

Target

That BULLGRYN SQUAD/OGRYN SQUAD unit.

Effect

Your unit can make a **surge move** of up to D6".

## Armoured Infantry

6 stratagems

### Squadron Command

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 8" 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).

1 CP Battle Tactic Your turn

### ORDER THE ADVANCE

Movement

At a barked order, armour and infantry surge forward as one, utilising speed and aggression to close with objectives and the enemy.

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 Strategic Ploy Your turn

### MOBILE FIREBASE

Movement

Armoured fighting vehicles and transports keep pace with the infantry, supporting the advance as mobile gun platforms

When

Your Movement phase, just after an ARMOURED SKIRMISHER unit from your army Advances or Falls Back.

Target

That ARMOURED SKIRMISHER unit.

Effect

Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.

1 CP Strategic Ploy Your turn

### BURST OF SPEED

Movement

Pushing bodies or engines to the limit, these warriors continue their swift advance.

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 Battle Tactic Your turn

### SUPPORTING ORDNANCE

Shooting

This vehicle’s heavy weapons support lightly equipped infantry, suppressing enemy armour and bringing down lumbering monsters.

When

Your Shooting phase.

Target

One ARMOURED SKIRMISHER 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 that targets a **visible** MONSTER or VEHICLE unit, you can re-roll the Hit roll.

1 CP Battle Tactic Your turn

### COMBINED FIRE

Shooting

Hammering the enemy, this transport’s crew share targeting solutions with nearby allies, allowing for concentrated combined fire to obliterate the foe’s infantry and even erode armour plating.

When

Your Shooting phase, just after an ARMOURED SKIRMISHER unit from your army has shot.

Target

That ARMOURED SKIRMISHER unit.

Effect

Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the **Benefit of Cover**, and each time an ARMOURED SKIRMISHER unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.

1 CP Battle Tactic Your turn

### OPENING SALVO

Shooting

Emerging from their armoured transports, heavily armed soldiers open fire before enemies can dive for cover or angle their stoutest armour towards the fusillade.

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.

## Bridgehead Strike

3 stratagems

### Fire Zone Purge

Key to this force’s mission is the swift purgation of local enemy forces through sudden deployment and focused firefights. As such, whether they hit the ground from a low-altitude drop or deploy from armoured transports, the soldiers of this formation are trained to find targets and start shooting the instant the foe is in sight.

▪ If a friendly MILITARUM TEMPESTUS OFFICER model is your WARLORD, friendly TEMPESTUS SCIONS units have:
▪ BATTLELINE.
▪ +1 **OC**.
▪ When a friendly MILITARUM TEMPESTUS unit is **selected to shoot**, if that unit was set up this turn, that unit’s ranged attacks have +1 to **hit rolls**.

1 CP Opponent's turn

### ON MY POSITION

Charge

Circling Aeronautica Imperialis strike fighters wait above to launch strafing runs should the attack falter. In extremis, these assets can be called down upon Imperial positions in danger of being overrun, affording soldiers the desperate dignity of taking their enemies with them into death.

When

End of your opponent’s Charge phase.

Target

One friendly **engaged** REGIMENT unit.

Effect

Roll one D6 for each enemy unit **engaged** with your unit:
▪ On a 2+ that enemy unit suffers D6 **mortal wounds**. Then, your unit suffers 3D3 **mortal wounds**.

2 CP Your turn

### FIRING HOT

Shooting

At the risk of permanently burning out power packs, hot-shot weaponry can be temporarily overcharged to provide additional punch at the crucial moment.

When

Your Shooting phase, when a friendly MILITARUM TEMPESTUS / KASRKIN unit is **selected to shoot**.

Target

That MILITARUM TEMPESTUS/KASRKIN unit.

Effect

Your unit’s Hot-shot Lascarbines, Hot-shot Lasguns, Hot-shot Laspistols, Hot-shot Marksman Rifles, Hot-shot Volley Guns and Sentry Hot-shot Volley Guns weapons that targeted an enemy unit within 12" have +1 **S** and **AP**.

1 CP Your turn

### SERVO‑DESIGNATORS

Shooting

Released in a swarm from a modified Valkyrie gunship, high-altitude servo-skulls analyse targeting data from the ongoing fight and then provide updated firing solutions to the troops on the ground.

When

Your Shooting phase, when a friendly MILITARUM TEMPESTUS unit has shot.

Target

That MILITARUM TEMPESTUS unit.

Effect

Select one enemy unit hit by those ranged attacks. Friendly MILITARUM TEMPESTUS units’ ranged attacks that target that enemy unit have \[IGNORES COVER\].

## Combined Arms

6 stratagems

### Born Soldiers

Regiments of numerous origins and tactical roles inculcate their soldiers from an early age with the legendary doctrines of the Tactica Imperium. Infantry train in close-range fire patterns intended to decimate enemy soldiers, whilst tank crews spend countless hours practising to bring down enemy armour and rampaging monstrosities.

Each time a model in a REGIMENT unit from your army makes a ranged attack that targets a **visible** unit (excluding MONSTERS and VEHICLES), that attack has the \[LETHAL HITS\] ability.
Each time a model in a SQUADRON unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the \[LETHAL HITS\] ability.

1 CP Battle Tactic Either turn

### COORDINATED ACTION

Any phase

The potency of armour and infantry is greatly enhanced when both work in close concert.

When

Start of any phase.

Target

One REGIMENT unit from your army and one SQUADRON unit from your army within 6" of and **visible** to that REGIMENT unit.

Effect

Until the end of the phase, Orders affecting one of your units affect the other, and vice versa.

2 CP Strategic Ploy Either turn

### REINFORCEMENTS!

Any phase

So numerous are the infantry of the Astra Militarum that fresh reserves can be called up at a moment’s notice.

When

Any phase.

Target

One INFANTRY REGIMENT unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.

Effect

Add a new unit to your army identical to your destroyed unit, in **Strategic Reserves**, at its Starting Strength and with all of its wounds remaining.

Restrictions

This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.

2 CP Strategic Ploy Your turn

### FLEXIBLE COMMAND

Command

Some Astra Militarum officers have served with infantry and armour, and are equally adept at commanding either.

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 Battle Tactic Your turn

### FIELDS OF FIRE

Shooting

Armour and infantry work in concert, forming overlapping fields of fire against which neither cover nor heavy armour can protect.

When

Your Shooting phase.

Target

One REGIMENT unit and one SQUADRON unit from your army that have not been selected to shoot this phase.

Effect

Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Opponent's turn

### INSPIRED COMMAND

Command

The greatest officers make their voices heard at the critical moment, their orders swift and decisive.

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 Battle Tactic Opponent's turn

### STALWART PROTECTOR

Shooting

The indefatigable tanks of the Astra Militarum serve as mobile cover for the troops marching in their shadow.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ASTRA MILITARUM VEHICLE unit from your army.

Effect

Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully **visible** to every model in the attacking unit because of your VEHICLE, that model has the **Benefit of Cover** against that attack.

## Designation Force

3 stratagems

### Designated Targets

A regiment’s resilient and often unconventional scouts are deployed to provide forward intelligence on enemy dispositions. With a combination of regimental issue scopes and guerrilla instincts hard-won through survival at the forefronts of war zones, they can draw massed firepower down on lurking threats.

Friendly SCOUT SENTINEL / ASTRA MILITARUM INFANTRY SMOKE units have the following ability:
**Signal Flares:** In your Shooting phase, this unit can select one **visible** enemy unit within 12". That enemy unit is **designated**:
▪ While a unit is **designated**, that unit has +3" **detection range**.
This **detachment** has the RECON tag and cannot be taken with another RECON **detachment**.

1 CP Your turn

### CLOSE-RANGE DETECTION

Shooting

With a daring reconnaissance dangerously close to the hiding enemy, soldiers can provide more accurate reports of their location.

When

Start of your Shooting phase.

Target

One friendly SCOUT SENTINEL / ASTRA MILITARUM INFANTRY unit.

Effect

While a **visible** enemy unit is within 6" of your unit, that unit has +3" **detection range**.

1 CP Opponent's turn

### TRIGGERED ALERTS

Movement

Alerted by proximity snares set up by recon teams, readied soldiers can evade their prowling foes to prepare new firing lines.

When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly **unengaged** ASTRA MILITARUM INFANTRY unit.

Target

That ASTRA MILITARUM INFANTRY unit.

Effect

Your unit can make a **normal move** of up to D3+3"

1 CP Opponent's turn

### SUMP-SMOG SCREEN

Shooting

Named for the density and reek of their concealing smoke, varied packs of foul chemicals are carried by elite scouts that can be ignited to foul the enemy’s aim.

When

Start of your opponent’s Shooting phase

Target

One friendly ASTRA MILITARUM INFANTRY SMOKE unit.

Effect

When an attack targets either your unit, or a unit that is not **fully visible** to the attacking model because of one or more models in your unit, the target has the **benefit of cover** against that attack.

## Embarked Regiment

Boarding Actions 4 stratagems

### Get Down!

At a shouted command from their superiors, Imperial Guardsmen throw themselves flat to the decks, allowing the ranks behind to fire over their heads.

Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can select one other friendly ASTRA MILITARUM unit (excluding OGRYN units). Until the end of the phase, models in the attacking unit can ignore models in that friendly unit for the purposes of determining visibility.

1 CP Battle Tactic Either turn

### AGAINST THE ODDS

Shooting · Fight

Imperial Guardsmen faced by nightmarish foes in the close quarters of a boarding action may be driven to fight as never before to survive.

When

Your Shooting phase or the Fight phase.

Target

One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

1 CP Battle Tactic Either turn

### DUCK AND COVER

Shooting · Fight

Between training and the Human instinct for self-preservation, these soldiers manage to make the most of the available cover.

When

Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Strategic Ploy Your turn

### IDLE HANDS

Movement

Spending a long time stuck in one section of a voidship leads bored soldiers to explore their surroundings and discover useful shortcuts in case of emergency.

When

Your Movement phase.

Target

One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units.

Effect

Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway.

Restrictions

Until the end of the turn, your unit cannot operate a Hatchway again.

1 CP Strategic Ploy Opponent's turn

### BRUTAL CHOKE POINT

Movement · Charge

The Tactica Imperialis teaches well how to exploit choke points to slaughter the foe. Its lessons transfer well to voidship corridors and chambers.

When

Your opponent's Movement or Charge phase.

Target

One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

## Grizzled Company

6 stratagems

### Ruthless Discipline

The officers of this company are wily, iron-willed veterans both respected and feared by the troops under their command. At their barked orders, even the weariest soldiers redouble their efforts.

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.

1 CP Either turn

### SNAP TO IT

Any phase

Reading the flow of battle and reacting in accordance, this officer expects their barked orders to be followed post-haste.

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 Your turn

### NO RETREAT!

Command

Battle-hardened and zealous, the company’s grizzled elites will gladly give their lives to honour the Emperor.

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 Your turn

### VETERAN SHARPSHOOTERS

Shooting

Marksmanship is a skill that only increases with experience.

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 Your turn

### PURGING FIRE

Shooting

Clear the area and defend your objectives. Take no prisoners.

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 Your turn

### MORDIAN MINUTE

Shooting

Named for the soldiers of Mordian, this rapid-fire drill requires exceptional accuracy and coordination, but renders even the humble lasgun highly lethal.

When

Your Shooting phase.

Target

One ASTRA MILITARUM INFANTRY unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order.

Effect

Until the end of the phase, each time a model in your unit makes an attack, improve the Strength characteristic of that attack by 1.

1 CP Opponent's turn

### ADDITIONAL ARMOUR

Shooting

Veteran soldiers know the value of additional protection, whether welded to vehicles or worn under flak armour.

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.

## Hammer of the Emperor

6 stratagems

### Iron Tread

The armoured spearhead of an Astra Militarum army group grinds relentlessly forward, ploughing through enemy infantry with arrogant disregard.

Each time a SQUADRON unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and when making that Advance move, that unit can move within Engagement Range of enemy models but cannot end that move within Engagement Range of enemy models.

1 CP Epic Deed Your turn

### FINAL HOUR

Command

Even with flames licking through the interior of their vehicle, this crew refuse to abandon their positions, regardless of the risk to their lives.

When

Your Command phase.

Target

One SQUADRON unit from your army that is Below Half-strength (excluding OFFICER units).

Effect

Until the end of the battle round, ranged weapons equipped by models in your unit (excluding \[ONE SHOT\] weapons) have the \[HAZARDOUS\] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.

1 CP Battle Tactic Your turn

### BLAZING ADVANCE

Movement

By petitioning the machine spirits of their vehicles, tank crews push their armoured steeds beyond conventional limits.

When

Your Movement phase, just after a SQUADRON unit from your army Advances.

Target

That SQUADRON unit.

Effect

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

1 CP Strategic Ploy Your turn

### TACTICAL WITHDRAWAL

Movement

Even in retreat, the armoured fist of the Astra Militarum keep their cannons firing.

When

Your Movement phase, just after a SQUADRON unit from your army Falls Back.

Target

That SQUADRON unit.

Effect

Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

1 CP Strategic Ploy Your turn

### CRASH THROUGH

Movement · Charge

Ruins, barricades, bunkers; few such structures can impede the grinding advance of an Astra Militarum armoured corps.

When

Your Movement phase or your Charge phase.

Target

One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

Effect

Until the end of the phase, each time your unit makes a **Normal**, **Advance** or **Charge move**, it can move horizontally through terrain features as if they were not there.

1 CP Battle Tactic Your turn

### FURIOUS CANNONADE

Shooting

At close range, armoured vehicles open up with their full complement of weapons, dispensing the Emperor’s righteous wrath.

When

Your Shooting phase.

Target

One SQUADRON 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 that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1.

2 CP Wargear Opponent's turn

### ABLATIVE PLATING

Shooting

Crews routinely reinforce their vehicle's armour, adding ablative plating, track links, sandbags and other means to protect the hull.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.

## Mechanised Assault

6 stratagems

### Armoured Fist

Astra Militarum mechanised forces combine heavy armour with elite infantry. Reliant on speed and short-ranged firepower, the armoured spearhead hurtles through the enemy line and deploys its cargo of shock troops to cut the enemy down with volleys of lasgun fire.

Each time an ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a TRANSPORT, add 1 to the Wound roll.

1 CP Wargear Your turn

### VOX-RELAY

Command

This armoured transport has been modified to house a tactical command suite and vox-relay, enabling embarked officers to give orders from relative safety.

When

Your Command phase.

Target

One INFANTRY OFFICER unit from your army embarked within a TRANSPORT. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT.

Effect

Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to ASTRA MILITARUM TRANSPORT units from your army \[excluding TITANIC units) regardless of the distance to and from your unit’s TRANSPORT.

1 CP Strategic Ploy Your turn

### RAPID DISPERSAL

Movement

Troops trained in mechanised combat disembark swiftly from their transport’s hatches, avoiding incoming fire and advancing on their objectives.

When

Your Movement phase.

Target

One ASTRA MILITARUM INFANTRY unit from your army that disembarked from a TRANSPORT this phase.

Effect

Your INFANTRY unit can make a **Normal move** of up to D6".

1 CP Battle Tactic Your turn

### CLEAR AND SECURE

Shooting

Mechanised charges rely upon shock, awe and speed to secure ground. Any enemies that block the path must be obliterated swiftly.

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 that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.

1 CP Battle Tactic Opponent's turn

### SWIFT INTERCEPTION

Movement

Fast-moving armoured transports allow a commander to react quickly to enemy movements and intercept outflanking opponents.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One TRANSPORT unit from your army (excluding AIRCRAFT and TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 8" of the enemy unit that just ended that move.

Effect

Your TRANSPORT can make a **Normal move** of up to 6".

1 CP Battle Tactic Opponent's turn

### HASTY EXTRACTION

Charge

Should the tide turn against them, mechanised forces swiftly re-embark their transports in order to reposition.

When

Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a **Charge move**.

Target

One ASTRA MILITARUM INFANTRY unit from your army that was selected as a target of that charge.

Effect

Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

1 CP Strategic Ploy Opponent's turn

### MOVE OUT

Any phase

High command’s priorities have shifted. Swift embarkation and redeployment is required.

When

End of your opponent’s turn.

Target

One ASTRA MILITARUM unit from your army.

Effect

Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an ASTRA MILITARUM TRANSPORT from your army, it can embark within that TRANSPORT.

## Recon Element

6 stratagems

### Masters of Camouflage

Reconnaissance infantry use face paint, camo-pattern fatigues, ghillie suits and more to conceal themselves from the foe. Vehicles are camouflaged using netting and disruptive camo patterns, enabling them to blend into surrounding terrain. Suitably outfitted, recon forces need only rely upon stealth and concealment rather than heavy armour for protection.

ASTRA MILITARUM WALKER and REGIMENT units from your army have the **Benefit of Cover**. While such a unit has the Benefit of Cover for any other reason, improve the Save characteristic of that unit by 1 (to a maximum of 3+).

1 CP Battle Tactic Your turn

### CRACK SHOTS

Shooting

Reconnaissance units are often comprised of experienced survivalists and hunters, many of whom are expert marksmen.

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 Strategic Ploy Opponent's turn

### DRAW THEM OUT

Movement

Light infantry utilise harassing fire to draw their enemies into position for an ambush.

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 8" 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 Wargear Opponent's turn

### SCRAMBLE FIELD

Movement

This unit is equipped with a scramble field generator, a device capable of disrupting teleportation beacons and other homing technology.

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 Strategic Ploy Opponent's turn

### COURAGEOUS DIVERSION

Shooting

These soldiers scream blood-curdling battle cries as they rush forwards, emboldening their squadmates and causing the enemy to waver.

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 Wargear Opponent's turn

### TANGLEFOOT GRENADES

Charge

Employed by skirmishers and recon troops, tanglefoot grenades ensnare advancing infantry, slowing their advance.

When

Start of your opponent’s Charge phase.

Target

One ASTRA MILITARUM GRENADES unit from your army.

Effect

Select one **visible** enemy unit within 12" of your unit. When that enemy unit **declares a charge**, that enemy unit has -1 to **charge rolls**.

1 CP Battle Tactic Opponent's turn

### SCOUTING OUTRIDERS

Any phase

Sentinels and cavalry units use their speed and mobility to outflank the foe, ready to strike at the most opportune moment.

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

6 stratagems

### 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.
**BATTLE SIZE** **MAXIMUM NUMBER OF UNITS** Incursion 2 Strike Force 3 Onslaught 4

1 CP Battle Tactic Either turn

### TRENCH FIGHTERS

Fight

Inured to the savage horrors of trench warfare, these warriors will fight until their last breath.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a REGIMENT model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

2 CP Strategic Ploy Your turn

### OVER THE TOP

Command

The whistle blows to signal the attack. Waves of infantry emerge from cover to advance upon the foe.

When

Start of your Command phase.

Target

One INFANTRY OFFICER model from your army.

Effect

Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly INFANTRY REGIMENT units, regardless of range to your model.

1 CP Wargear Your turn

### FLARE BURST

Shooting

As the infantry assault proceeds, flares are fired into the skies, illuminating opponents below.

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 Battle Tactic Your turn

### CALLOUS SACRIFICE

Shooting

All victory requires sacrifice. The destruction of the enemy must always take priority over the preservation of lives.

When

Your Shooting phase.

Target

One PLATOON unit from your army that is within Engagement Range of one or more enemy units.

Effect

Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.

1 CP Strategic Ploy Your turn

### FURIOUS FUSILLADE

Shooting

Whilst accuracy has its benefits, sheer weight of fire is no less effective at bringing down the foe.

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, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range.

1 CP Wargear Opponent's turn

### MINEFIELD

Charge

Sappers have laid down a network of mines across the battlefield. Should the enemy attempt an ill-advised assault, they will surely suffer for it.

When

Start of your opponent’s Charge phase.

Target

One PLATOON unit from your army.

Effect

Until the end of the phase, each time an enemy unit ends a **Charge move** within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 **mortal wound** (to a maximum of 6 mortal wounds).

## Steel Hammer

6 stratagems

### Ceaseless Cannonade

Each time an ASTRA MILITARUM TITANIC or ASTRA MILITARUM SQUADRON unit from your army is selected to shoot, models in that unit can target enemy units within Engagement Range of that unit (including with Blast weapons), provided no other friendly units are also within Engagement Range of that enemy unit. When doing so, such models do not suffer the penalty to their **Hit rolls** for being within Engagement Range of one or more enemy units (excluding attacks made with Indirect Fire weapons).
**KEYWORDS**
In the Muster Armies step, you can select one or more ASTRA MILITARUM TITANIC units from your army to gain the CHARACTER keyword.
**Designer’s Note:** This means that the selected units can be given Enhancements, and one of them can be selected as your WARLORD.

1 CP Epic Deed Either turn

### ENGINE OF WRATH

Fight

An unstoppable engine of destruction, this super-heavy tank thunders forward, crushing enemies to bloody pulp beneath its steel treads.

When

Fight phase.

Target

One ASTRA MILITARUM TITANIC unit from your army that has not been selected to fight this phase.

Effect

Select one enemy unit within Engagement Range of your unit. Until the end of the phase, add 6 to the Attacks characteristic of melee weapons equipped by models in your unit, improve the Armour Penetration characteristic of those weapons by 2, and each time a model in your unit fights, it can only target that enemy unit.

1 CP Strategic Ploy Your turn

### IMPOSING ARRIVAL

Movement

The arrival of a super-heavy tank on the battlefield can swiftly turn the tide of the fight.

When

Reinforcements step of your Movement phase, from the second battle round onwards.

Target

One ASTRA MILITARUM TITANIC unit from your army that is in Reserves.

Effect

Set up your unit on the battlefield, wholly within 8" of the battlefield edge and more than 6" horizontally away from all enemy units.

1 CP Strategic Ploy Your turn

### ADAMANTINE BEHEMOTH

Movement · Charge

Barricades, trenches, bunkers and ruins: these obstacles are ground to dust by the obdurate advance of Astra Militarum armour.

When

Your Movement phase or your Charge phase.

Target

One ASTRA MILITARUM VEHICLE unit from your army that has not been selected to move or charge this phase.

Effect

Until the end of the phase, each time your unit makes a **Normal**, **Advance** or **Charge move**, it can move horizontally through terrain features.

1 CP Strategic Ploy Your turn

### SHATTERING SALVO

Shooting

Turrets and sponsons unleash a tempest of fury, toppling fortifications and leaving stunned and wounded enemies exposed to incoming fire.

When

Your Shooting phase, just after an ASTRA MILITARUM TITANIC unit from your army has shot.

Target

That ASTRA MILITARUM TITANIC unit.

Effect

Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the **Benefit of Cover**.

1 CP Strategic Ploy Your turn

### WITHERING FIREPOWER

Shooting

Subjected to a thunderous volley of explosive shells and bullets, enemies begin to waver.

When

Your Shooting phase, just after an ASTRA MILITARUM VEHICLE unit from your army has shot.

Target

That ASTRA MILITARUM VEHICLE unit.

Effect

Select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from that test.

2 CP Battle Tactic Your turn

### ACCURACY UNDER PRESSURE

Shooting

Only the most disciplined soldiers and vehicle crews can maintain accuracy in the deafening confusion of an armoured clash.

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.

## Tempestus Boarding Regiment

Boarding Actions 4 stratagems

### Purge-Sweep Protocols

Tempestus Scions are drilled to progress through voidships chamber by chamber, corridor by corridor, clearing each with blitzing firepower before sweeping on to the next.

Each time a MILITARUM TEMPESTUS unit from your army is selected to shoot, if one or more models in that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from that unit. Until the end of the phase, ranged weapons equipped by models in that unit have the \[LETHAL HiTS\] ability while targeting that enemy unit.

1 CP Battle Tactic Either turn

### BRUTAL TRAINING

Fight

Tempestus Scions are trained in a range of specialist hand-to-hand combat techniques. Coupled with combat stimms, these make them bruising foes.

When

Fight phase.

Target

One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.

1 CP Strategic Ploy Your turn

### COORDINATED STRIKE

Command

Employing coordinated helm chronos, the Scions execute a pre-arranged simultaneous tactical manoeuvre.

When

Start of your Command phase.

Target

One OFFICER model from your army.

Effect

Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have).

Restrictions

Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once.

1 CP Strategic Ploy Your turn

### LOCKDOWN

Movement

Voidborne Scions are trained to swiftly goad the machine spirits of bulkheads and hatches, slamming them shut in their wake to trap the foe.

When

Your Movement phase.

Target

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

Effect

Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway.

1 CP Battle Tactic Your turn

### FIRE-PATTERN HURRICANUS

Shooting

Emptying the magazines of their weapons in an indiscriminate hail of fire, the Scions create a zone of lethality that foes will struggle to advance into.

When

Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot.

Target

That MILITARUM TEMPESTUS unit.

Effect

Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from **Advance** and **Charge rolls** made for it.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
