| Model Name | M | T | Sv | W | Ld | OC |
TEMPESTUS SCION ⌀25mm | 6" | 3 | 4+ | 1 | 7+ | 1 |
TEMPESTOR PRIME ⌀25mm | 6" | 3 | 4+ | 3 | 7+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Bolt pistol pistol | 12" | 1 | 3 | 4 | 0 | 1 |
Flamer ignores cover, torrent | 12" | D6 | N/A | 4 | 0 | 1 |
Grenade launcher – frag blast | 24" | D3 | 3 | 4 | 0 | 1 |
Grenade launcher – krak | 24" | 1 | 3 | 9 | -2 | D3 |
Hot-shot lasgun rapid fire 1 | 24" | 1 | 3 | 3 | -1 | 1 |
Hot-shot laspistol pistol | 12" | 1 | 3 | 3 | -1 | 1 |
Hot-shot volley gun rapid fire 2 | 30" | 2 | 3 | 4 | -1 | 1 |
Meltagun melta 2 | 12" | 1 | 3 | 9 | -4 | D6 |
Plasma gun – standard rapid fire 1 | 24" | 1 | 3 | 7 | -2 | 1 |
Plasma gun – supercharge hazardous, rapid fire 1 | 24" | 1 | 3 | 8 | -3 | 2 |
Plasma pistol – standard pistol | 12" | 1 | 3 | 7 | -2 | 1 |
Plasma pistol – supercharge hazardous, pistol | 12" | 1 | 3 | 8 | -3 | 2 |
| Melee Weapons | Range | A | BS | S | AP | D |
Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 |
Tempestus dagger | Melee | 4 | 3 | 3 | 0 | 1 |
| Name | Description |
2CP COUNTER-OFFENSIVE Detachment: Core | 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. |
1CP FIRE OVERWATCH Detachment: Core | 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. |
1CP EPIC CHALLENGE Detachment: Core | 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. |
1CP GRENADE Detachment: Core | WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
1CP COMMAND RE-ROLL Detachment: Core | 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. |
1CP INSANE BRAVERY Detachment: Core | 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. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
1CP HEROIC INTERVENTION Detachment: Core | 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. |
1CP RAPID INGRESS Detachment: Core | 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. |
1CP AERIAL EXTRACTION Detachment: Bridgehead Strike | WHEN: End of your opponent’s Fight phase. TARGET: One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one Valkyrie unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. |
1CP BELLICOSA DROP Detachment: Bridgehead Strike | WHEN: The Reinforcements step of your Movement phase. TARGET: One Astra Militarum Infantry unit from your army that is in Reserves and has the Deep Strike ability. EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge. |
1CP SERVO‑DESIGNATORS Detachment: Bridgehead Strike | WHEN: Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot. TARGET: That Astra Militarum Infantry unit. EFFECT: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. |
2CP FIRING HOT Detachment: Bridgehead Strike | WHEN: Your Shooting phase. TARGET: One Militarum Tempestus or Kasrkin unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns equipped by models in your unit by 1. |
1CP FIRE AND RELOCATE Detachment: Bridgehead Strike | 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. |
2CP FLEXIBLE COMMAND Detachment: Combined Arms | 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. |
1CP INSPIRED COMMAND Detachment: Combined Arms | 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. |
1CP VETERAN SHARPSHOOTERS Detachment: Grizzled Company | 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. |
1CP MORDIAN MINUTE Detachment: Grizzled Company | 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. |
1CP NO RETREAT! Detachment: Grizzled Company | 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. |
1CP SNAP TO IT Detachment: Grizzled Company | 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. |
1CP ADDITIONAL ARMOUR Detachment: Grizzled Company | 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. |
1CP PURGING FIRE Detachment: Grizzled Company | 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. |
1CP HASTY EXTRACTION Detachment: Mechanised Assault | 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. |
1CP VOX-RELAY Detachment: Mechanised Assault | 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. |
1CP CLEAR AND SECURE Detachment: Mechanised Assault | 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. |
1CP MOVE OUT Detachment: Mechanised Assault | 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. |
1CP RAPID DISPERSAL Detachment: Mechanised Assault | 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". |
1CP TANGLEFOOT GRENADES Detachment: Recon Element | 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). |
1CP SCRAMBLE FIELD Detachment: Recon Element | 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. |
1CP COURAGEOUS DIVERSION Detachment: Recon Element | 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. |
2CP OVER THE TOP Detachment: Siege Regiment | 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. |
1CP FLARE BURST Detachment: Siege Regiment | 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. |
1CP TRENCH FIGHTERS Detachment: Siege Regiment | 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. |
1CP BRUTAL TRAINING Detachment: Tempestus Boarding Regiment | 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. |
1CP LOCKDOWN Detachment: Tempestus Boarding Regiment | 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. |
1CP FIRE-PATTERN HURRICANUS Detachment: Tempestus Boarding Regiment | 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. |
1CP COORDINATED STRIKE Detachment: Tempestus Boarding Regiment | 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. |