Drayden's Lance

The Astra Militarum is the sledgehammer of the Emperor, and its countless armies form the vast majority of the Imperium’s military might. Although often outclassed in terms of strength and technological advancement, the warriors and vehicles of the Imperial Guard stand together, relentlessly wearing down their enemies until nothing is left but a cratered wasteland.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

ASTRA MILITARUM (3);
CHARACTER (1);
DRAYDEN'S LANCE (3);
EXPLOSIVES (3);
IMPERIUM (3);
INFANTRY (2);
MOUNTED (1);
REGIMENT (2)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

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 with this ability can issue Orders. Each OFFICER 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.

FAQ

Show
Q:If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times?
A:
No.

Primary Mission

FOR CADIA!
Drayden's Lance

The Emperor demands, soldiers! Advance, wrest your objectives from the foe and remind these curs that Cadia fights on!

SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
You control two or more objectives.5VP
You control one or more objectives.5VP
ANY BATTLE ROUND
WHEN: End of your turn.
There are no enemy units (excluding battle-shocked units) within your territory.5VP

Drayden’s Lance1DP

Detachment Rules

Experienced Veterans

Rigid and disciplined in the face of even the most numerous foes, Drayden’s Lance makes their every shot count.

Friendly DRAYDEN’S LANCE units can re-roll rolls to determine the:
  • A of a weapon.
  • D of an attack.

Enhancements

Drayden's DrillUPGRADE

A stickler for marksmanship, Major Drayden demands that his soldiers spend long hours practising firing drills and demands perfection from all of them.

DRAYDEN’S LANCE KASRKIN unit only. This unit’s snap shooting attacks hit on unmodified hit rolls of 4+.

Call Up the Reserves

In the Astra Militarum, death and injury are constant companions. A steady stream of fresh-faced reserves stands ready to fill gaps in the line.

DRAYDEN’S LANCE OFFICER model only. (Once per battle, per unit) At the start of any phase, you can use this ability. If you do, select one friendly DRAYDEN’S LANCE unit. That unit heals D3+2 wounds.


Stratagems

FOCUS ATTACKS
1CP
Drayden's Lance Stratagem
Identifying a priority threat, Major Drayden directs his warriors to saturate the target’s position with scouring fire.
WHEN: Your Command phase.

TARGET: One friendly DRAYDEN’S LANCE OFFICER unit.

EFFECT: Select one enemy unit. Friendly DRAYDEN’S LANCE units’ attacks that target that enemy unit have the following until the start of your next turn:
  • [Lethal Hits].
  • [Ignores Cover], if they are ranged attacks.
FIRST WAVE
1CP
Drayden's Lance Stratagem
Operating as the vanguard of larger Astra Militarum forces, Drayden’s Lance secures footholds in enemy territory.
WHEN: End of your Movement phase.

TARGET: One friendly DRAYDEN’S LANCE unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
VETERAN SKIRMISHERS
1CP
Drayden's Lance Stratagem
A lightly-armed force of skirmishers, Drayden’s Lance are careful not to get bogged down in battles they cannot win.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged DRAYDEN’S LANCE unit.

TARGET: That DRAYDEN’S LANCE unit.

EFFECT: Your unit can make a normal move of up to D3+1".

Datasheets


Drayden's Lance Command Squad
M
6"
T
3
SV
5+
W
1
LD
7+
OC
1
Cadian Veteran Guardsmen with Medi-pack(⌀28.5mm)
6"
3
5+
1
7+
1
Cadian Veteran Guardsman(⌀28.5mm)
6"
3
5+
3
7+
1
Major Drayden(⌀28.5mm)
6"
3
5+
1
7+
1
Cadian Veteran Guardsman with Powerfist(⌀28.5mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lasgun Rapid Fire 1
Lasgun Rapid Fire 1
24"
1
4+
3
0
1
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
4+
4
0
1
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
4+
7
-2
1
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gun Stocks
Gun Stocks
Melee
2
4+
3
0
1
Power Fist
Power Fist
Melee
3
4+
6
-2
2
Power Weapon
Power Weapon
Melee
3
4+
4
-2
1
ARMY RULESVoice of Command
ABILITIES
Medi-pack: This unit has Feel No Pain 6+.
Orders: This unit’s OFFICER can issue up to 2 Orders to DRAYDEN’S LANCE units.
Over There: At the start of your Shooting phase, you can select one enemy unit within 24" of this unit. That enemy unit has +3" detection range.
Regimental Standard: This unit has +1 OC.
Master Vox: When this unit’s OFFICER model issues an Order, it can be issued to any eligible unit within 24".
UNIT COMPOSITION
  • 1 Cadian Veteran Guardsman model
  • 1 Cadian Veteran Guardsman with Powerfist model
  • 1 Cadian Veteran Guardsmen with Medi-pack model
  • 1 Major Drayden model
The Cadian Veteran Guardsman is equipped with: 1 Gun Stocks; 1 Lasgun.

The Cadian Veteran Guardsman with Powerfist is equipped with: 1 Bolt Pistol; 1 Power Fist.

The Cadian Veteran Guardsmen with Medi-pack is equipped with: 1 Gun Stocks; 1 Lasgun; Medi-pack.

The Major Drayden is equipped with: 1 Plasma Pistol; 1 Power Weapon.
KEYWORDS: DRAYDEN'S LANCE; INFANTRY; EXPLOSIVES; PLATOON; IMPERIUM; CADIAN; CHARACTER; OFFICER
FACTION KEYWORDS:
ASTRA MILITARUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
FOCUS ATTACKS
1CP
Drayden's Lance Stratagem
FIRST WAVE
1CP
Drayden's Lance Stratagem
VETERAN SKIRMISHERS
1CP
Drayden's Lance Stratagem
DETACHMENT ABILITY
Experienced Veterans
ENHANCEMENTS
Call Up the Reserves


Drayden's Lance Attilan Rough Riders
M
12"
T
4
SV
4+
W
2
LD
7+
OC
1
Rough Rider Sergeant(⌀60 x 35.5mm)
12"
4
4+
2
7+
1
Rough Rider with Hunting Lance(⌀60 x 35.5mm)
12"
4
4+
2
7+
1
Rough Rider with Goad Lance(⌀60 x 35.5mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Lasgun Rapid Fire 1
Lasgun Rapid Fire 1
24"
1
4+
3
0
1
Laspistol CLOSE-QUARTERS
Laspistol CLOSE-QUARTERS
12"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hunting Lance - Frag Tip Lance
Hunting Lance - Frag Tip Lance
Melee
D6
3+
4
0
1
Hunting Lance - Melta Tip Lance
Hunting Lance - Melta Tip Lance
Melee
1
3+
9
-4
D6
Power Sabre
Power Sabre
Melee
4
3+
4
-2
1
Steed's Hooves Extra Attacks
Steed's Hooves Extra Attacks
Melee
2
4+
4
0
1
Goad Lance Lance
Goad Lance Lance
Melee
2
3+
6
-2
2
ARMY RULESVoice of Command
ABILITIES
Horsemasters: When this unit makes a fall-back move, that move does not prevent this unit from being eligible to shoot/declare a charge.
UNIT COMPOSITION
  • 1 Rough Rider Sergeant model
  • 1 Rough Rider with Goad Lance model
  • 3 Rough Rider with Hunting Lance models
The Rough Rider Sergeant is equipped with: 1 Hunting Lance - Frag Tip; 1 Lasgun; 1 Laspistol; 1 Power Sabre; 1 Steed's Hooves.

The Rough Rider with Goad Lance is equipped with: 1 Goad Lance; 1 Laspistol; 1 Steed's Hooves.

Every Rough Rider with Hunting Lance is equipped with: 1 Hunting Lance - Frag Tip; 1 Lasgun; 1 Laspistol; 1 Steed's Hooves.
KEYWORDS: EXPLOSIVES; MOUNTED; REGIMENT; IMPERIUM; DRAYDEN'S LANCE
FACTION KEYWORDS:
ASTRA MILITARUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
FIRST WAVE
1CP
Drayden's Lance Stratagem
VETERAN SKIRMISHERS
1CP
Drayden's Lance Stratagem
DETACHMENT ABILITY
Experienced Veterans


Drayden's Lance Kasrkin
M
6"
T
3
SV
4+
W
1
LD
7+
OC
1
Kasrkin Sergeant(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Plasma Gun(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Melta Mine(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Hot-shot Marksman Rifle(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Grenade Launcher(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Hot-shot Volley Gun(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper with Flamer(⌀28.5mm)
6"
3
4+
1
7+
1
Kasrkin Trooper(⌀28.5mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
3+
7
-2
1
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
3+
8
-3
2
Flamer Ignores Cover Torrent
Flamer Ignores Cover Torrent
12"
D6
-
4
0
1
Grenade Launcher - Frag BLAST 1
Grenade Launcher - Frag BLAST 1
24"
D3
3+
4
0
1
Grenade Launcher - Krak
Grenade Launcher - Krak
24"
1
3+
9
-2
D3
Hot-shot Marksman Rifle Heavy Precision
Hot-shot Marksman Rifle Heavy Precision
36"
1
3+
4
-2
3
Hot-shot Volley Gun Rapid Fire 2
Hot-shot Volley Gun Rapid Fire 2
30"
2
3+
4
-1
1
Hot-shot laspistol CLOSE-QUARTERS
Hot-shot laspistol CLOSE-QUARTERS
12"
1
3+
3
-1
1
Plasma Gun - Standard Rapid Fire 1
Plasma Gun - Standard Rapid Fire 1
24"
1
3+
7
-2
1
Plasma Gun - Supercharge Hazardous Rapid Fire 1
Plasma Gun - Supercharge Hazardous Rapid Fire 1
24"
1
3+
8
-3
2
Hot-shot Lasgun Rapid Fire 1
Hot-shot Lasgun Rapid Fire 1
24"
1
3+
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
4
4+
3
0
1
Gun Stocks
Gun Stocks
Melee
2
4+
3
0
1
ARMY RULESVoice of Command
ABILITIES
Warrior Elite (Once per battle round, per unit): At the start of any phase, you can use this ability. If you do, select one Order. That Order affects this unit, in addition to any other Orders issued to this unit, until the start of your next Command phase.
Melta Mine (Once per battle, per unit): At the start of any phase, you can use this ability. If you do, select one enemy unit within 3" of this model and roll one D6. On a 2+:
  • That enemy unit suffers D3 mortal wounds.
  • Or: If that enemy unit has VEHICLE, that enemy unit suffers 2D3 mortal wounds.
Vox-caster: When you target this unit with a stratagem, roll one D6, with +1 to the result if a friendly OFFICER model is within 6" of this unit:
  • On a 5+, you gain 1 CP.
UNIT COMPOSITION
  • 1 Kasrkin Sergeant model
  • 1 Kasrkin Trooper with Flamer model
  • 1 Kasrkin Trooper with Grenade Launcher model
  • 1 Kasrkin Trooper with Hot-shot Marksman Rifle model
  • 1 Kasrkin Trooper with Hot-shot Volley Gun model
  • 1 Kasrkin Trooper with Melta Mine model
  • 1 Kasrkin Trooper with Plasma Gun model
  • 3 Kasrkin Trooper models
The Kasrkin Sergeant is equipped with: 1 Chainsword; 1 Plasma Pistol - Standard.

The Kasrkin Trooper with Flamer is equipped with: 1 Flamer; 1 Gun Stocks.

The Kasrkin Trooper with Grenade Launcher is equipped with: 1 Grenade Launcher - Frag; 1 Gun Stocks.

The Kasrkin Trooper with Hot-shot Marksman Rifle is equipped with: 1 Gun Stocks; 1 Hot-shot Marksman Rifle.

The Kasrkin Trooper with Hot-shot Volley Gun is equipped with: 1 Gun Stocks; 1 Hot-shot Volley Gun.

The Kasrkin Trooper with Melta Mine is equipped with: 1 Gun Stocks; 1 Hot-shot laspistol; Melta Mine (Once per battle, per unit).

The Kasrkin Trooper with Plasma Gun is equipped with: 1 Gun Stocks; 1 Plasma Gun - Standard.

Every Kasrkin Trooper is equipped with: 1 Gun Stocks; 1 Hot-shot Lasgun.
KEYWORDS: INFANTRY; DRAYDEN'S LANCE; IMPERIUM; REGIMENT; EXPLOSIVES
FACTION KEYWORDS:
ASTRA MILITARUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
FIRST WAVE
1CP
Drayden's Lance Stratagem
VETERAN SKIRMISHERS
1CP
Drayden's Lance Stratagem
DETACHMENT ABILITY
Experienced Veterans
ENHANCEMENTS
Drayden's Drill

The ASTRA MILITARUM keyword is used in the following Drayden's Lance datasheets:

The CHARACTER keyword is used in the following Drayden's Lance datasheets:

The DRAYDEN'S LANCE keyword is used in the following Drayden's Lance datasheets:

The EXPLOSIVES keyword is used in the following Drayden's Lance datasheets:

The IMPERIUM keyword is used in the following Drayden's Lance datasheets:

The INFANTRY keyword is used in the following Drayden's Lance datasheets:

The MOUNTED keyword is used in the following Drayden's Lance datasheets:

The REGIMENT keyword is used in the following Drayden's Lance datasheets:

[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
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 with this ability can issue Orders. Each OFFICER 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.

FAQ

Q:If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times?
A:
No.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
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 with this ability can issue Orders. Each OFFICER 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.

FAQ

Q:If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times?
A:
No.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

Errata

13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
FOCUS ATTACKS
1CP
Drayden's Lance Stratagem
Identifying a priority threat, Major Drayden directs his warriors to saturate the target’s position with scouring fire.
WHEN: Your Command phase.

TARGET: One friendly DRAYDEN’S LANCE OFFICER unit.

EFFECT: Select one enemy unit. Friendly DRAYDEN’S LANCE units’ attacks that target that enemy unit have the following until the start of your next turn:
  • [Lethal Hits].
  • [Ignores Cover], if they are ranged attacks.
FIRST WAVE
1CP
Drayden's Lance Stratagem
Operating as the vanguard of larger Astra Militarum forces, Drayden’s Lance secures footholds in enemy territory.
WHEN: End of your Movement phase.

TARGET: One friendly DRAYDEN’S LANCE unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
VETERAN SKIRMISHERS
1CP
Drayden's Lance Stratagem
A lightly-armed force of skirmishers, Drayden’s Lance are careful not to get bogged down in battles they cannot win.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged DRAYDEN’S LANCE unit.

TARGET: That DRAYDEN’S LANCE unit.

EFFECT: Your unit can make a normal move of up to D3+1".
Experienced Veterans
Drayden’s Lance Detachment

Rigid and disciplined in the face of even the most numerous foes, Drayden’s Lance makes their every shot count.

Friendly DRAYDEN’S LANCE units can re-roll rolls to determine the:
  • A of a weapon.
  • D of an attack.
Call Up the Reserves
Drayden’s Lance Detachment

In the Astra Militarum, death and injury are constant companions. A steady stream of fresh-faced reserves stands ready to fill gaps in the line.

DRAYDEN’S LANCE OFFICER model only. (Once per battle, per unit) At the start of any phase, you can use this ability. If you do, select one friendly DRAYDEN’S LANCE unit. That unit heals D3+2 wounds.

FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
[EXTRA ATTACKS]24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
Drayden's DrillUPGRADE
Drayden’s Lance Detachment

A stickler for marksmanship, Major Drayden demands that his soldiers spend long hours practising firing drills and demands perfection from all of them.

DRAYDEN’S LANCE KASRKIN unit only. This unit’s snap shooting attacks hit on unmodified hit rolls of 4+.

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