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Adeptus CustodesAres Gunship
21

Ares Gunship

NAME M WS BS S T W A Ld Sv
Ares Gunship * 6+ * 8 8 22 * 9 3+
An Ares Gunship is a single model equipped with: 2 Arachnus heavy blaze cannons; Arachnus magna-blaze cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
12-22+
20"-50"
2+
6
6-11
20"-40"
3+
4
1-5
20"-30"
4+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
50
Arachnus heavy blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
48"
Heavy 1
9
-4
D3+3
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
 - Burst
36"
Heavy 4
7
-2
1
-
0
Arachnus magna-blaze cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Beam
72"
Heavy D3
14
-4
D3+6
-
 - Burst
48"
Heavy 3
9
-3
D3
-
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Supersonic: When this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Hover Jet: 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, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Infernus Firebomb: Once per turn, this model can drop an infernus firebomb as it flies over enemy units in your Movement phase. After the model has moved, select one enemy unit that it moved over. Roll a D6 for each model in that unit, rolling three D6 instead if the model is a VEHICLE or MONSTER, up to a maximum of twenty D6. For each roll of 4+ that enemy unit suffers 1 mortal wound. This model can only drop an infernus firebomb up to twice per battle.

Eclipse Shield: This model has a 5+ invulnerable save.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Explodes: 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.
FACTION KEYWORDS
IMPERIUM, ADEPTUS CUSTODES
KEYWORDS
VEHICLE, AIRCRAFT, FLY, ARES GUNSHIP

This datasheet has Flyers Battlefield Role. Full list of Adeptus Custodes units sharing same Battlefield Role follows:

Does not include wargear

Arachnus heavy blaze cannon used in following datasheets:

Flyers
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The VEHICLE keyword is used in following Adeptus Custodes datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
Heavy Support

The AIRCRAFT keyword is used in following Adeptus Custodes datasheets:

Flyers

The FLY keyword is used in following Adeptus Custodes datasheets:

HQ
Dedicated Transport
Fast Attack
Flyers
Heavy Support
© Vyacheslav Maltsev 2013-2020