Marauder (IA)

(Unit)
Type:

upgrade

Category:

Super-Heavy

Categories:

Super-Heavy, Steel Legion

LinkId:

8a65-eb8a-7118-d4f6

Hidden:

false

Costs: 395 pts
Rules (3)
Flyers
-Starts in reserve and moves only in a straight line


-Roll a die for them each turn starting with the 2nd round, as usual for a reserve unit


-Place on any table edge facing the desired direction. Cannot shoot or be shot at until it makes it's attack run


-Move flyer to desired distance following the opponent's Movement Phase but before their shooting phase


-Attacks following the opponent's shooting phase


-Can pivot up to 45 degrees before or after making it's attack (but not both) unless Shaken or Stunned


-Can fire all weapons regardless of distance moved


-Can make further attack runs on rolls of +2


TARGETING FLYERS:


-Attacker cannot use Ordnance or Barrage weapons


-Add 12" to range measurement


-Hits only on a roll of 6


-All successful hits are glancing. 


-Stunned and shaken results prevent Flyer from attacking. Immobilized results destroy the Flyer
Super-Heavy Flyer
-Moves up to 6" per turn but can pivot up to 90 degrees at the end of a move


-May fire Ordnance and still fire other weapons. Can also fire Ordnance after moving.


-Can shoot more than one target if desired, picking a target for each weapon.
Twin-Linked
May re-roll missed to-hits once per attack.

Profiles:

Super Heavy Vehicle Front ArmorSide ArmorRear ArmorBSStructure PointsCapacity
Marauder

10

10

10

3

3

Weapon RangeSAPType
Lascannon

48"

9

2

Heavy 1

Heavy Bolter (x2)

36"

5

4

Heavy 3

Bomb

G48"

4

6

Heavy 1 Blast

One shot. If a flyer releases several bombs at the same time, treat each bomb as a separate bomb in a "battery".

Modifiers:

set hidden true
0 selections of Imperial Armour in force (recursive)
Used By (8)
Catachan (2000)(Catalogue)

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