Datasheets/Astra Militarum/Recon Element
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Recon Element

Astra Militarum detachment

Recon Element

Reconnaissance infantry use face paint, camo-pattern fatigues, ghilliesuits and more to conceal themselves from the foe. Vehicles are camouflaged using netting and dis…

33.3%
win rate
3
games
0%
faction share

Detachment ability

always on · no CP

Masters of Camouflage

Friendly ASTRA MILITARUM units (excluding TITANIC units) have Stealth.

Full wording ▾

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

Stratagems

6 · every one costs 1 CP

Battle Tactic 2Strategic Ploy 2Wargear 2

Movement

1CP

Draw Them Out

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

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

Character · Infantry · Grenades · PlatoonFull rule ▾

Target: One PLATOON unit from your army that is within 8" of that enemy unit, and is not within Engagement Range of one or more enemy units.

Shooting

1CP

Crack Shots

Battle TacticYour Shooting phase.

Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.

Character · Infantry · Grenades · PlatoonFull rule ▾

Target: One PLATOON unit from your army that has not been selected to shoot this phase.

1CP

Courageous Diversion

Strategic PloyStart of your opponent’s Shooting phase.

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.

Epic Hero · Character · Infantry · Mounted · Psyker · Grenades · SmokeFull rule ▾

Target: One ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit from your army.

Charge

1CP

Tanglefoot Grenades

WargearStart of your opponent’s Charge phase.

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

Epic Hero · Character · Infantry · Mounted · Grenades · SmokeFull rule ▾

Target: One ASTRA MILITARUM GRENADES unit from your army.

Other

1CP

Scramble Field

WargearStart of your opponent’s Reinforcements step.

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.

Epic Hero · Character · Infantry · Psyker · Grenades · SmokeFull rule ▾

Target: One ASTRA MILITARUM INFANTRY unit from your army.

1CP

Scouting Outriders

Battle TacticEnd of your opponent’s turn.

Remove your unit from the battlefield and place it into Strategic Reserves.

Epic Hero · Character · Mounted · Walker · Vehicle · Grenades · SmokeFull rule ▾

Target: One ASTRA MILITARUM MOUNTED or ASTRA MILITARUM WALKER unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Enhancements

4

EnhancementPtsWhat it does
Guerrilla Honours25INFANTRY OFFICER model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other ASTRA MILITARUM INFANTRY units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Scare Gas Grenades5ASTRA MILITARUM INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test.
Survival Gear5ASTRA MILITARUM INFANTRY model only. The bearer has the Scouts 6" ability.
Tripwires20ASTRA MILITARUM INFANTRY model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 8" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.