| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Cult Leman Russ | * | 6+ | * | 7 | 8 | 12 | * | 7 | 3+ |
| Stat Damage - M, BS & A | Remaining W | Movement | BS | Attacks |
|---|---|---|---|---|
| Cult Leman Russ (1) | 7-12+ | 10" | 4+ | 3 |
| Cult Leman Russ (2) | 4-6 | 7" | 5+ | D3 |
| Cult Leman Russ (3) | 1-3 | 4" | 6+ | 1 |
| Abilities |
|---|
| Grinding Advance:
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model's turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon and vanquisher battle cannon. |
| Emergency Plasma Vents:
If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. |
| Explodes (6+/6"/D3):
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
| Smoke Launchers:
Once per game, instead of shooting its weapons in the Shooting phase, this models can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase. |