Knight Commander Pask

(Entry)
Type: upgrade
Categories: Faction: Cadian, Character, Faction: Imperium, Knight Commander Pask, Leman Russ, Officer, Tank Commander, Vehicle, Faction: Astra Militarum
EntryId: 483a-ffe8-5024-c337
Hidden: true
Costs: 200 pts14 PL

Constraints:

max: 1
max(roster): 1
Options (8)
Character Stratagems (Named):

Profiles:

Unit MWSBSSTWALdSave
Knight Commander Pask

*

6+

*

7

8

12

*

8

2+

Abilities
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)

When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

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). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.

Knight Commander

Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second.

Smoke Launchers

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

Stat Damage - M/BS/A Remaining WMovementBSAttacks
Pask Russ 1

7-12+

10"

2+

3

Pask Russ 2

4-6

7"

3+

D3

Pask Russ 3

1-3

4"

4+

1