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Special Rules

Contents
Astra Militarum Special Rules
• Astra Militarum Orders
‣ ‘Bring it Down!’
‣ ‘Fire on my Target!’
‣ ‘First Rank, Fire! Second Rank, Fire!’
‣ ‘Forwards, for the Emperor!’
‣ ‘Get Back in the Fight!’
‣ ‘Move! Move! Move!’
‣ ‘Smite at Will!’
‣ ‘Suppressive Fire!’
‣ ‘Take Aim!’
• Heavy Weapons Team
• Voice of Command
‣ Incompetent Command
‣ Inspired Tactics
‣ Issuing an Order
Special Rules
• All Power to Weapons!
• All-terrain APC
• Amphibious
• Artillery Bombardment
• Aura of Discipline
• Awaken the Machine
• Blessings of the Omnissiah
• Chain of Command
• Clarion Vox-net
• Cold Steel and Courage
• Combined Squad
• Crack Shot
• Deadly Riposte
• Earthshock
• Grav Chute Insertion
• Gung-ho
• Heroic Sacrifice
• Iron Will
• It’s For Your Own Good
• Lasgun Arrays
• Leman Russ Commander
• Limited Ammunition
• Listen Up, Maggots!
• Look Out – Arghh!
• Loyal to the End
• Mindlock
• Mobile Command Vehicle
• Navy Orders
• No Ordinary Weapon
• Pummel
• Punitive
• Senior Officer
• Shoot Sharp and Scarper
• Summary Execution
• Supreme Commander
• Sworn Protector
• Tactical Genius
• Tank Orders
• The Hour is Nigh
• Thunderous Headbutt
• War Hymns
• 
He’s Behind You
• 
Like a Shadow
• 
Loner
• 
Master of Ambush
Tactical Objectives
Warlord Traits
Wing Leaders
• 
Valkyre Wing Leaders
This section details army special rules including Astra Militarum Special Rules, Tactical Objectives, Warlord Traits and Wing Leaders.

Astra Militarum Special Rules


Astra Militarum Orders


‘Bring it Down!’

Enemy war machines and alien monstrosities are equally high priority targets for the commanders of the Imperial Guard.
‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.

‘Fire on my Target!’

Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover special rule.

‘First Rank, Fire! Second Rank, Fire!’

The Guardsmen pour a fusillade of lasgun fire into the enemy to the tempo of the officer’s bellowed commands.
The ordered unit must make a shooting attack. When resolving this shooting attack, all models firing with lasguns or hot-shot lasguns fire one additional shot.

‘Forwards, for the Emperor!’

The officer commands his men to grit their teeth, open fire and advance towards the enemy’s lines.
The ordered unit must make a shooting attack. Once this shooting attack has been resolved, the ordered unit must Run, even though a unit cannot normally Shoot and Run in the same phase.

‘Get Back in the Fight!’

More afraid of death by summary execution than of the foe, the fleeing squad steels themselves for more.
‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is falling back or that has gone to ground. The ordered unit immediately regroups if falling back, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.

‘Move! Move! Move!’

The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
The ordered unit must Run. When determining how far the unit Runs, roll three dice and use the highest result.

‘Smite at Will!’

The officer gives his men free rein to fire their weaponry when and where their shots will be most effective.
The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.

‘Suppressive Fire!’

The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning special rule.

‘Take Aim!’

Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nine of the Imperial Infantryman’s Uplifting Primer – the Litany of Accuracy.
The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot special rule.

Heavy Weapons Team

Infantry heavy weapons are typically crewed by a team of two men; one fires the weapon while the other supplies the ammunition, and between them they can relocate their weapon if needs be.
For all game purposes, each Heavy Weapons Team or Veteran Weapons Team is treated as a single model with the Bulky special rule – it may only fire one weapon in the Shooting phase, only gains one additional Attack for charging, and only counts as one model for Morale checks, for example.

Voice of Command

A good Imperial Guardsman does not think for himself. Rather, he follows without question or hesitation the orders of his superior officers. These men in turn must command without doubt or weakness, for a well-timed order can win an entire war.
A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.

Incompetent Command

If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.

Inspired Tactics

If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

Issuing an Order

To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.

If the test is failed, the order does not take effect.

Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

Special Rules


All Power to Weapons!

If the Stormlord does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or at different ones).

All-terrain APC

This vehicle re-rolls all failed Dangerous Terrain tests.

Amphibious

A Chimera treats all water features as open terrain when it moves.

Artillery Bombardment

The Master of Ordnance may make a shooting attack with the following profile:

Range S AP Type
Infinite 9 3 Ordnance 1, Barrage, Large Blast

An Artillery Bombardment is resolved separately from other Barrage weapons fired by the same unit in the same Shooting phase, but must choose the same target as the rest of the unit.

If a hit is rolled on the scatter dice, the blast marker scatters 2D6" in the direction shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the blast marker scatters an additional D6". If the Master of Ordnance has line of sight to his target then he reduces the total distance scattered by his Ballistic Skill.

Aura of Discipline

Any friendly unit from Codex: Astra Militarum within 6" of a Lord Commissar uses his Leadership for any Fear, Morale or Pinning tests.

Awaken the Machine

In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.

Blessings of the Omnissiah

In each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Chain of Command

A Lord Commissar may only be your Warlord if you have no models with the Senior Officer special rule in your army.

Clarion Vox-net

Any friendly unit from the same Militarum Tempestus Platoon within 18" of the Tempestor Prime can use his Leadership for any Fear, Morale or Pinning tests.

Cold Steel and Courage

Colonel Straken and all friendly units from Codex: Astra Militarum within 6" of him have the Counter-attack and Furious Charge special rules.

Combined Squad

Infantry Squads have the option of forming Combined Squads. The decision to form Combined Squads must be made immediately before determining your Warlord Traits.

If the Astra Militarum player wishes to deploy his forces in this way, then any Infantry Squad may join another Infantry Squad from the same platoon. For example, an Infantry Platoon consisting of a Platoon Command Squad and three 10-man Infantry Squads can instead choose to deploy as a Platoon Command Squad and a single 30-man Infantry Squad, or a Platoon Command Squad, a 10-man Infantry Squad and a 20-man Infantry Squad. If you decide to form Combined Squads in this manner, they are treated as a single unit for whole of the game.

Crack Shot

Shots made by Pask’s Leman Russ can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. Furthermore, the turret-mounted weapon of Pask’s vehicle gains an additional benefit depending on its type:

Range S AP Type
Incandescent plasma blast 36" 7 2 Heavy 1, Large Blast, Blind, Gets Hot

Deadly Riposte

When fighting in a challenge, a model wielding Celeritas has an invulnerable save of 4+. For each successful save made by the model during a challenge, it can immediately make an attack with Celeritas that hits automatically and has the Rending special rule, even if the model is slain as the result of failing other saves at the same time.

Earthshock

All models under the tremor cannon’s massive blast marker that were not removed from play as a result of that shooting attack must take a Dangerous Terrain test once the hit has been resolved.

Grav Chute Insertion

If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

Gung-ho

Colonel Straken must always issue and accept a challenge whenever possible.

Heroic Sacrifice

If Nork loses his last Wound in close combat, he may immediately make his full complement of Attacks against the unit that killed him at the same Initiative step, even if he has already made his Attacks in that Fight sub-phase. These Attacks may be exchanged for a Thunderous Headbutt as described below. Nork re-rolls failed To Hit and To Wound rolls when making the attack(s) granted by this rule. He is then removed as a casualty.

Iron Will

If Yarrick loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Yarrick as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Yarrick is removed as a casualty.

It’s For Your Own Good

If a Primaris Psyker suffers Perils of the Warp whilst in the same unit as a Commissar (of any type), the Primaris Psyker will be executed – after resolving the usual effects, remove the Primaris Psyker as a casualty.

Lasgun Arrays

A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.

Leman Russ Commander

A Tank Commander starts the game in a Leman Russ tank, leading a Leman Russ Squadron. Note that any type of Leman Russ can be taken as the Tank Commander’s vehicle, and that it can have any upgrades usually available to that type of tank. The Tank Commander’s tank is a character, has Ballistic Skill 4 and can be chosen as your army’s Warlord. If his tank is Wrecked or suffers an Explodes! result, the Tank Commander is killed.

A Tank Commander and his Leman Russ Squadron count as an HQ choice for the entire of the battle. The Tank Commander’s Leman Russ cannot leave the unit or join another unit, even if the rest of his squadron are destroyed.

Limited Ammunition

A Manticore Rocket Launcher carries a rack of four rockets. Only a single rocket can be fired by a Manticore Rocket Launcher in each of the Manticore’s Shooting phases. Furthermore, until it has been used, each rocket counts as a separate weapon when determining Weapon Destroyed results. Make a note each time a rocket is fired or destroyed; once the Manticore Rocket Launcher has fired all of its rockets it has run out of ammunition and cannot be fired again.

Listen Up, Maggots!

If Kell is in the same unit as Creed, Leadership tests for orders issued by Creed can be taken on Kell’s Leadership, not that of the ordered unit.

Look Out – Arghh!

If a Wound is allocated to a character in this model’s unit (other than another model with this special rule), that character automatically passes its Look Out, Sir test if it can make one. The Wound must be allocated to the model with this special rule instead. If there is more than one model with this special rule in a unit when a Wound is allocated to a character, the owning player can choose which of them to re-allocate the Wound to.

Loyal to the End

Nork must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge. In addition, a Commissar or Lord Commissar will never shoot Nork as a result of the Summary Execution special rule.

Mindlock

Unless it includes an Enginseer, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.

Mobile Command Vehicle

An officer embarked within a Chimera may still issue orders to squads. Measure range from any part of the Chimera’s hull.

Navy Orders

An Officer of the Fleet may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. If the test is successful, choose one of the following Navy Orders to immediately take effect. If you have more than one Officer of the Fleet, all modifiers are cumulative.
  • Coordinate Reserves: The Officer directs Navy transports to deliver troops to the front line.
    You receive a +1 bonus to all Reserve Rolls during your turn.
  • Intercept Reserves: The Officer orders Navy fighters to disrupt enemy supply lines.
    Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserve Roll on a 6.

No Ordinary Weapon

A deathstrike missile cannot be destroyed by a Weapon Destroyed result, only delayed. Similarly a Crew Stunned or Crew Shaken result does not prevent a Deathstrike missile from launching (see The Hour is Nigh).

Pummel

X is equal to the number of Basilisks and/ or Colossus firing.

Punitive

A weapon with this special rule always wounds on a roll of 4+. In addition, when making armour saves against attacks made by a weapon with this special rule, a roll of 3 or less will always fail, even if the target’s Save characteristic is 3+ or better.

Senior Officer

This model can issue up to two orders each turn.

Shoot Sharp and Scarper

Ratlings can make a shooting attack and then Run in the same Shooting phase.

Summary Execution

If the Commissar’s unit fails a Fear, Morale or Pinning test, after any re-rolls it is entitled to, the owning player can opt to have his Commissar summarily execute one of the Astra Militarum models in the unit. Roll a D6; on a 3+ you choose which model is executed, on a 1-2 your opponent chooses instead – note that neither player can ever choose to execute the Commissar himself. The executed model is immediately removed as a casualty with no saves of any kind allowed. Provided a model was executed, the unit is then treated as having passed the test.

Supreme Commander

Creed can issue up to three orders a turn. Creed can issue orders that can only be issued by models with the Senior Officer special rule. Failed orders issued by Creed must be re-rolled.

Sworn Protector

Kell must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.

Tactical Genius

If Creed is your Warlord he has 2 Warlord Traits instead of 1. You can either roll twice on the same Warlord Traits table or once each on two different Warlord Traits tables (if rolling twice on the same Warlord Traits table, re-roll any duplicate results).

Tank Orders

A Tank Commander can roll 2D6 at the beginning of the Shooting phase. If the total result is 9 or less, choose one of the following Tank Orders to immediately take effect.
  • ‘Full Throttle!’ The officer leads a glorious tank charge that grinds the enemy beneath his treads.
  • The Tank Commander’s unit immediately moves Flat Out, moving up to 6+D6", even though they are Heavy.
  • ‘Gunners, Kill on Sight!’ The officer gives his men free rein to unleash discretionary fire.
  • The Tank Commander’s unit immediately makes a shooting attack. The Tank Commander must shoot at a different target to the rest of his unit. The Tank Commander must resolve his shooting attack first. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Tank Commander’s initial shooting attack.
  • ‘Strike and Shroud!’ The squadron fires a volley before activating their smoke launchers.
  • The Tank Commander’s unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.

The Hour is Nigh

The Deathstrike Missile Launcher may not fire on the first turn of the game, or if it has moved earlier in the turn it wishes to fire. In the Shooting phase, if you wish to fire the Deathstrike Missile, roll a D6 with the following modifiers:
  • Each full, consecutive game turn in which the Deathstrike Missile Launcher has not moved: +1.
  • Each Weapon Destroyed result applied to the Deathstrike Missile itself: -1.
If the result is a 4 or more, the Deathstrike missile can be fired. Note that a natural roll of a 6 will always result in the missile firing, regardless of negative modifiers.

Thunderous Headbutt

Nork may elect to exchange his normal attacks in close combat for a single Thunderous Headbutt with the following profile:

Range S AP Type
- +3 3 Melee, Concussive

War Hymns

A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following war hymns to immediately take effect.
  • The Emperor Protects As the Priest’s impassioned calls ring out across the battlefield, the faithful feel the blessing of the God-Emperor upon them.
    The Ministorum Priest and his unit re-roll all failed armour and invulnerable saves until the end of the phase.
  • The Emperor’s Strength Shouting out the prime canticle of Saint Brutos the Belligerent, the Priest calls upon the Emperor to help him smite his foes.
    Until the end of the phase, the Ministorum Priest has the Smash special rule.
  • The Righteousness of the Emperor The Priest bellows psalms of vengeance into the faces of the foe, exhorting his men to excel in the Emperor’s sight.
    The Ministorum Priest and his unit re-roll failed rolls To Wound until the end of the phase.

He’s Behind You

Marbo must always be deployed in Reserve. When he arrives from Reserves, place him anywhere on the battlefield that is more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Reserves.

Like a Shadow

When Marbo destroys an enemy unit with a Sweeping Advance, Consolidates or successfully breaks away from combat using Hit & Run, you can remove him from the battlefield and place him into Ongoing Reserves. If you do so, mark his final position before he is removed with a suitable marker – a coin will do. When he arrives from Ongoing Reserves, place him anywhere on the battlefield that is within 18" of the marker you placed and more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Ongoing Reserves.

Loner

Officers cannot issue orders to Marbo, and Marbo cannot be your Warlord.

Master of Ambush

After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, Sly Marbo may booby trap three pieces of battlefield terrain on the table. Each piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby trapped. Enemy models treat booby trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby trap the same piece of battlefield terrain has no additional effect.

Tactical Objectives

D6Result
11Armoured Assault 
12Fix Bayonets! 
13Strength in Unity 
14Hold Your Ground 
15Overwhelming Numbers 
16Storm of Fire 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Astra Militarum players. They reflect the hammerblow tactics used by the forces of the Imperial Guard.

If your Warlord has the Astra Militarum Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Astra Militarum player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Astra Militarum Tactical Objective instead, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.

ARMOURED ASSAULT
The Astra Militarum are the unsubtle hammer of the Imperium’s forces, their massed tank brigades putting the armoured companies of their enemies to shame.
11
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn by a unit with the Tank unit type.
Type: ASTRA MILITARUM
FIX BAYONETS!
Countless battles have been won by the timely charge of a platoon of Astra Militarum infantry, bayonets fitted to their lasguns and battle cries in their throats.
12
Score 1 Victory Point at the end of your turn if one or more Astra Militarum units made a successful charge during your turn.
Type: ASTRA MILITARUM
STRENGTH IN UNITY
Each warrior in the Astra Militarum is but a cog in a greater machine, useful only while he carries out his assigned task.
13
Score 1 Victory Point at the end of your turn if you successfully issued at least three orders. If you successfully issued six or more orders, score D3 Victory Points instead.
Type: ASTRA MILITARUM
HOLD YOUR GROUND
Static gun lines and emplacements are key to many of the strategies composed by Imperial tacticians. The Astra Militarum are expected to hold their ground, no matter the cost.
14
Score 1 Victory Point at the end of your turn if at least half of the units you have on the battlefield (rounding up) are within your deployment zone.
Type: ASTRA MILITARUM
OVERWHELMING NUMBERS
One of the Astra Militarum’s greatest strengths is its endless supply of recruits. Common doctrine involves swamping enemy positions with bodies, living or dead.
15
Score 1 Victory Point at the end of your turn if you control more Objective Markers than your opponent. If you control at least three more Objective Markers than your opponent, score D3 Victory Points instead.
Type: ASTRA MILITARUM
STORM OF FIRE
The lasgun may pale in comparison to the weapons of the Imperium’s enemies, but a hundred can bring down any foe.
16
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Shooting phase. Score D3 Victory Points instead if at least 3 enemy units were completely destroyed, or D3+3 if 6 or more enemy units were completely destroyed.
Type: ASTRA MILITARUM

Designer’s Note
If you own a deck of Astra Militarum Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Traits, an Astra Militarum Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the table below. Note that if your Warlord is a Tank Commander, he must roll a D3 on the table below instead of a D6 – he can never roll on any other Warlord Traits table.

D6Warlord Traits
1Grand Strategist
In the hands of this Warlord, a map and a vox-caster can prove far more potent weapons than the swords and guns of his peers.
Nominate D3 units in your primary detachment. These units gain the Outflank special rule. 
2Old Grudges
This Warlord considers one particular foe his nemesis, and has learned their weaknesses through decades of unremitting battle.
During Deployment, before deploying Infiltrators and before Scouts redeploy, choose one Warhammer 40,000 codex. The Warlord and his unit have the Preferred Enemy special rule against all enemy units chosen from that codex. 
3Draconian Disciplinarian
This Warlord believes firmly that to spare the lash will spoil the soldier, and is never hesitant in handing out despotic punishments. His men fear their master’s wrath more than any foe.
Friendly units from Codex: Astra Militarum within 12" of the Warlord do not take Morale tests for suffering 25% or more casualties. 
4Implacable Determination
This Warlord is known for leading grinding, inexorable advances in the face of even the strongest opposition. Few impediments can check the momentum of his army’s unstoppable offensive.
The Warlord and his unit have the Relentless special rule. 
5Bellowing Voice
Every order given by this Warlord is transmitted to his men with perfect clarity, ensuring those under his command know his will and act on it with deadly efficacy.
Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue orders to friendly units from Codex: Astra Militarum that are within 18" of him. 
6Master of Command
This Warlord commands his forces with a masterful knowledge of their abilities, ensuring he gets the best from the men around him.
Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue one additional order each turn. 

Wing Leaders


Valkyre Wing Leaders

Imperial Navy pilots who survive more than a handful of sorties are quickly promoted to veteran status and given command of their own wing of aircraft. This is a proud honour, and one the Valkyrie wing leaders take very seriously. To them fall the duty of keeping their air crews alive and on mission, of honouring and preserving the machines aboard which they fight, and of keeping the faith of their warriors strong in even the most dire of circumstances. Mortality rates are high amongst these devoted leaders, but they are celebrated as heroes by airmen and ground troops alike.
Faction: Astra Militarum or Militarum Tempestus.

D6Special Rule
1-2Formation Flying: If the Flyer Wing started the Movement phase in an Attack Pattern, the Wing Leader, and models from their Flyer Wing, can move an extra 3” and automatically pass Break Turn tests
3-4Stay on Target: The Wing Leader, and models from their Flyer Wing, can re-roll To Wound and Armour Penetration rolls of 1 if they are in an Attack Pattern
5-6Break! Break! Break! The Wing Leader, and models from their Flyer Wing, can re-roll failed saves when they Jink if they are in an Attack Pattern when the saving throw is made.