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Astra MilitarumAtlas Recovery Tank
5

Atlas Recovery Tank

NAME M WS BS S T W A Ld Sv
Atlas Recovery Tank * 6+ * 7 7 11 * 7 3+
An Atlas Recovery Tank is a single model equipped with a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
12"
4+
3
3-5
8"
5+
D3
1-2
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Recovery Vehicle: At the end of this model’s Movement phase, this model can repair a single <REGIMENT> VEHICLE within 3" (but not itself). That model regains D3 lost wounds.

Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ATLAS RECOVERY TANK
Does not include wargear
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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
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.
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.
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019