Artillery Team

Model NameMTSvWLdOC
Artillery Team
130mm
3"73+ 107+3
Keywords:
Astra Militarum, Imperium, Infantry, Regiment, Artillery Team, Artillery, Grenades
Ranged WeaponsRangeABSSAPD
Heavy mortar
blast, heavy, indirect fire
48"D6+358-12
Heavy quad launcher
blast, heavy, indirect fire, twin-linked
48"2D65501
Lasgun
rapid fire 1
24"14301
Multiple rocket launcher
anti-infantry 3+, blast, heavy, indirect fire
48"D6+352-11
Siege cannon
blast, heavy, indirect fire
48"D6512-23
Melee WeaponsRangeABSSAPD
Crew close combat weapons
Melee34301

Abilities

Remorseless Barrage:In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so).

Wargear Options

This model’s heavy mortar can be replaced with one of the following:
  • 1 siege cannon
  • 1 heavy quad launcher
  • 1 multiple rocket launcher

Wargear Abilities

Unit Composition

1 Artillery Team
This model is equipped with: heavy mortar; lasgun; crew close combat weapons.

Costs

1 model - 95pts

Leader

Led By

Stratagems

NameDescription
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 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 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.
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 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 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 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 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 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.
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.
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 ON MY POSITION
Detachment: Bridgehead Strike
WHEN: End of your opponent’s Fight phase.

TARGET: One Regiment Infantry unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds.
1CP COORDINATED ACTION
Detachment: Combined Arms
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.
1CP FIELDS OF FIRE
Detachment: Combined Arms
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.
2CP REINFORCEMENTS!
Detachment: Combined Arms
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.
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 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 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 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 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 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 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 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.
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 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.