Armageddon’s new 40k Astra Militarum rules datasheets are bringing back classic Guard flavor with Commissar Graves, the Hippogriff AFV, and Centaur RSV rules.
The Armageddon Astra Militarum reveals are hitting a very specific nerve for Guard players, and it is not hard to see why. This update is all steel tracks, grim officers, weird little support vehicles, and the kind of datasheet rules that feel like they belong in a dirty campaign on a blasted hive world like Armageddon.
Plus, with Commissar Yarrick in the mix, this already feels bigger than a random set of datasheets.
It feels like Games Workshop is leaning back into the part of Astra Militarum that hobbyists actually remember: hard-nosed characters, mechanized pressure, and enough brutal discipline to make your own troops nervous.
These Armageddon Wave Looks Like Classic Astra Militarum

Hippogriff AFV Datasheet Rules: Brings Speed, Gun Swaps, and Movement Tricks

- Built to stay mobile: 12-inch move, Toughness eight, seven wounds, and a three-plus save give it enough durability to matter without pretending it wants to trade punches with the faction’s heavy armor.
- Flexible guns for real jobs: the vigilator cannon can swap into a chiron gatling cannon, melta cannon, or heavy lascannon, which gives the chassis a real lane whether you want infantry pressure, close anti-tank, or longer-range punch.
- Extra close-range spice: the heavy stubber can become a meltagun, which pushes the whole unit even harder into escort duty.
- Shoot and reposition: Convoy Escort Vehicle lets it make a Normal move up to D6 after shooting, as long as it gives up charging later.
- A profile that actually supports the idea: blast on the vigilator cannon, solid shot count on the gatling cannon, and a legitimate anti-armor option with the lascannon all make the rule feel useful instead of cute.
This feels like the sort of unit Guard players will use to pressure flanks, peek angles, and make opponents waste more effort than they wanted dealing with a smaller vehicle.
Centaur RSV is a Transport First

- Built to haul a real unit: 12-inch movement, Toughness seven, 10 wounds, a three-plus save, and room for 12 Astra Militarum Infantry makes it a serious transport option.
- Transport limits that still make sense: Ogryn count as three models each, and Artillery can’t ride along, but that’s standard.
- Firing Deck 12 is the headline: that is the rule people are going to remember, because it opens up some very rude possibilities once special weapons start shooting out of it.
- A weird OC rule that might matter: it gains Objective Control based on embarked models, which is niche, but useful in not having to disembark to score.
Overall, this one has real sleeper-unit energy. It may not be the flashy reveal, but Guard players know a transport with utility can end up doing a lot more work than expected.
Commissar Graves on Foot is a Tight Support Character

Here’s what you need to know about the new Commisar Graves rules datasheet:
- Clean leader options: she can join Cadian Shock Troops, Catachan Jungle Fighters, Command Squads, Death Korps of Krieg, Kasrkin, Krieg Combat Engineers, and Tempestus Scions, which gives her a lot of useful homes.
- Fall back and stay active: Icon of Discipline lets his unit shoot and charge after Falling Back, which is a very real quality-of-life rule for infantry bricks.
- Classic commissar nonsense: Brutal Disciplinarian lets her kill one model in a nearby Battle-shocked Infantry unit to clear the status, which is grim, funny, and very on-brand.
- Orders, but focused ones: she gets one Regiment order and sticks to Move! Move! Move!, Duty and Honor!, and Fix Bayonets!
- Melee that can finish a job: five attacks at Strength six, AP minus two, and two damage means he is not just decorative once combat starts.
From here, it looks like she’s a legit utility character, not just a nostalgia sculpt with a few rules stapled on, as we have seen in the past.
Mounted Commissar Graves is a Command Vehicle That Wants to Hit First & Hit Hard

- A true vehicle/character combo: 12-inch move, Toughness eight, 12 wounds, a three-plus save, and a four-plus invulnerable give it real front-line staying power.
- Broader support role: she can issue orders to Regiment and Squadron units, which makes her much more flexible in mixed or mechanized lists.
- A disembark rule that actually matters: Mechanized Spearhead lets her issue an extra order to a Regiment unit that jumps out of a nearby Transport, even if she has already issued orders that turn.
- Long-range discipline enforcement: Brutal Disciplinarian comes along here too, but with a much bigger reach at 24 inches and line of sight.
- Charge bonuses: the Aquiline Prow deals mortal wounds after a charge, with the potential to spike into real damage fast.
To us, this is the kind of unit that feels like it was designed to be a centerpiece for an Armageddon-style force, both on the table and on the shelf.
Commissar Yarrick 40k Datasheet Rules

- Leader utility for real units: he can attach to Cadian Shock Troops, Catachan Jungle Fighters, Death Korps of Krieg, Kasrkin, Krieg Combat Engineers, or Tempestus Scions, so he has plenty of solid homes depending on what kind of Astra Militarum list you’re running.
- Orders that matter: Yarrick can issue up to two Orders to Regiment, Squadron, or Titanic units, which already gives him more value than a basic support piece before the rest of his rules even kick in.
- Reactive punishment: Counterstrategist lets a nearby Regiment unit make a normal move, shoot, or declare a charge at the end of the enemy Movement phase after something gets too close, which can seriously punish sloppy movement and overextension.
- Command value that snowballs: Decisive Command lets his first Order of the phase hit a second nearby eligible unit once per battle round, which is the kind of quiet efficiency rule Guard players love once the board starts getting crowded.
- Weapons with a clear job: the Bale Eye gives him Precision shots with solid Strength, AP, and damage for picking at characters, while the storm bolter and his choice of power klaw or power sword give him some flexible chip damage and respectable melee into the right targets.
Final Thoughts on all the new 40k Astra Militarum Rules Datasheets

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