Legiones Astartes – Legion Land Raider Spartan
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  • Legion Land Raider Spartan 350 pts
UNIT COMPOSITION: 1 LEGION LAND RAIDER SPARTAN

The Spartan is a huge armoured conveyer whose purpose is to carry a large contingent of troops into the heart of the enemy, weathering weapons fire that would be the death of any lesser vehicle. Although its armoured and sealed shell is as legendarily durable as that of a Land Raider, the genius of its design is such that the greater proportion of its interior space is given over to its carrying capacity, which is greater than any save the super-heavy transporters such as the Gorgon favoured by the Imperial Army, while being considerably faster on the battlefield thanks to its reactor-driven motive drives. Its armament is nevertheless still fierce, featuring sponson mounted quad lascannon, making it an able tank destroyer, and secondary armaments of defensively mounted heavy bolters or heavy flamers, enabling it to sweep infantry from its path. The Spartan takes pride of place in the armouries of many Legions, although its size and the scale of materiels required to produce it — which exceeds that of most super-heavy tanks — makes it far less common than the Land Raider in operations.

Armour Transport Capacity
M BS Front Side Rear HP
Legion Land Raider Spartan (⌀Use model)
Legion Land Raider Spartan (⌀Use model) 12 4 14 14 14 6 26
WARGEAR
  • Two Sponson Mounted lascannon arrays
  • Hull (Front) Mounted twin-linked heavy bolter
  • Smoke launchers
ACCESS POINTS
  • A Legion Land Raider Spartan has one Access Point on each side of the hull and one at the front.
SPECIAL RULES
  • Legiones Astartes (X)
  • Assault Vehicle
  • Power of the Machine Spirit
TYPE
OPTIONS
  • A Legion Land Raider Spartan may exchange both its Sponson Mounted lascannon arrays for the following:
  • - Two Sponson Mounted laser destroyers
    Free
  • A Legion Land Raider Spartan may exchange its Hull (Front) Mounted twin-linked heavy bolter for one of the following:
  • - Hull (Front) Mounted twin-linked heavy flamer
    Free
  • - Hull (Front) Mounted twin-linked lascannon
    +25 points
  • A Legion Land Raider Spartan may take one of the following:
  • - Pintle Mounted twin-linked bolter
    +5 points
  • - Pintle Mounted combi-weapon (any type)
    +10 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +5 points
  • - Pintle Mounted multi-melta
    +20 points
  • - Pintle Mounted havoc launcher
    +15 points
  • A Legion Land Raider Spartan may take any of the following:
  • - Flare shield
    +50 points
  • - One Hull (Front) Mounted hunter-killer missile
    +5 points
  • - Searchlights
    +5 points
Legiones Astartes (X)

The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters.

Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment and in conjunction with the Allies in the Age of Darkness chart.
Heavy flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
5
4
Assault 1

Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
Pistol
Assault, Bolt
Bolter
Bolter
24"
4
5
Rapid Fire
-
Combi-bolter
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
-
Kraken bolter
Kraken bolter
30"
4
4
Rapid Fire
-
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
-
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
-
Nemesis bolter
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
-
Heavy bolter
Heavy bolter
36"
5
4
Heavy 4
-
Gravis bolt cannon
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
-
Gravis heavy bolter battery
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
-
Avenger bolt cannon
Avenger bolt cannon
36"
6
3
Heavy 7
-
Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24"
4
5
Rapid Fire
-
Flamer (Secondary)
Flamer (Secondary)
Template
4
5
Assault 1
-
Meltagun (Secondary)
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
-
Plasma gun (Secondary)
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
-
Volkite charger (Secondary)
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
-
Grenade launcher (Secondary)
- Frag
24"
3
6
Assault 1, Blast (3"), Pinning
-
- Krak
24"
5
4
Assault 1
-
Disintegrator* (Secondary)
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot
-

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.
Army List
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Bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire

Havoc launcher

R
FP
RS
AP
D
Special Rules
Traits
48"
5
5
Heavy 1, Blast (3"), Twin-linked

Laser destroyer

R
FP
RS
AP
D
Special Rules
Traits
36"
9
1
Ordnance 2, Twin-linked, Exoshock (6+)

Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
Hunter-killer missile

R
FP
RS
AP
D
Special Rules
Traits
48"
8
3
Heavy 1, One Shot

Searchlights

Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Heavy bolter

R
FP
RS
AP
D
Special Rules
Traits
36"
5
4
Heavy 4

Multi-melta

R
FP
RS
AP
D
Special Rules
Traits
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked

Lascannon

R
FP
RS
AP
D
Special Rules
Traits
48"
9
2
Heavy 1, Sunder

Power of the Machine Spirit

The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.

A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.
Assault Vehicle

This vehicle is specifically designed to disgorge troops into the thick of the action.

Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.

A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.
Lascannon array

R
FP
RS
AP
D
Special Rules
Traits
48"
9
2
Heavy 2, Twin-linked, Sunder

© Vyacheslav Maltsev 2013-2026