Thunderhawk Assault Gunship

(Unit)
Type: model
Category: Lord of War
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Lord of War, Thunderhawk Assault Gunship, Titanic, Transport, Vehicle, , Aircraft
LinkId: 388f-a3c8-78df-8138
Hidden: false
Costs: 42 PL1330 pts
Options (4)
Rules (1)
Angels of Death
This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’

Profiles:

Explosion Dice rollDistanceMortal wounds
Crash and Burn

6

6"

2D6

Transport
Transport:

The Thunderhawk Gunship can transport 30 INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It may also transport BIKER models who take up the space of three INFANTRY models each. It cannot transport PRIMARIS models if it carries any other type of models. If only PRIMARIS models are being transported, it can transport up to 15 PRIMARIS INFANTRY models.

Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3
Thunderhawk Assault Gunship

M

BS

A

Thunderhawk Assault Gunship 1

24-30+

20"-50"

2+

8

Thunderhawk Assault Gunship 2

15-23

20"-40"

3+

4

Thunderhawk Assault Gunship 3

8-14

20"-30"

4+

3

Thunderhawk Assault Gunship 4

1-7

20"

5+

2

Unit MWSBSSTWALdSave
Thunderhawk Gunship

*

6+

*

10

9

30

*

9

3+

Abilities
Airborne:

This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Colossal Flyer:

When targeting this unit with Shooting attacks and psychic powers, always measure to the model's hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the FLY keyword, add 12" to the measured distance to determine the range when making shooting attacks against this model. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Supersonic:

Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Not that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.

Void-hardened Hull:

This model has a 5+ invulnerable save.

Hover Jet (Colossal):

Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.

Power of the Machine Spirit:

This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Used By (12)