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Astra MilitarumAvenger Strike Fighter
14

Avenger Strike Fighter

NAME M WS BS S T W A Ld Sv
Avenger Strike Fighter * 6+ * 7 7 14 3 7 3+
An Avenger Strike Fighter is a single model equipped with an avenger bolt cannon, two lascannon and a defensive heavy stubber.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
7-14+
20-45"
3+
4-6
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Avenger bolt cannon
36"
Heavy 8
6
-2
1
-
0
Defensive heavy stubber
8"
Heavy 3
4
0
1
Add 1 to all hit rolls made for this weapon against targets that can FLY.
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Multi-laser
36"
Heavy 3
6
0
1
-
WARGEAR OPTIONS
 • This model may take one of the following options: tactical bombs, two hellstrike missiles, two hellfury missiles, two missile launchers, two autocannon, two multi-lasers.
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.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

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

Supersonic: When this model moves in your Movement phase, 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.

Tactical Bombs:
20
Once per battle, an Avenger Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Avenger Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, AVENGER STRIKE FIGHTER

This datasheet has Flyers Battlefield Role. Full list of Astra Militarum units sharing same Battlefield Role follows:

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.
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.

Hellfury missile used in following datasheets:

Flyers

Hellstrike missiles (FW) used in following datasheets:

Flyers
Lords of War

Missile launcher used in following datasheets:

Troops
Elites
Fast Attack
Flyers
Heavy Support

Multi-laser used in following datasheets:

Dedicated Transport
• Chimera
Fast Attack
Flyers
Lords of War
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.
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.

The AERONAUTICA IMPERIALIS keyword is used in following Astra Militarum datasheets:

Elites
Flyers
Lords of War

The AIRCRAFT keyword is used in following Astra Militarum datasheets:

Flyers
Lords of War

The FLY keyword is used in following Astra Militarum datasheets:

Flyers
Lords of War
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019