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Astra MilitarumCentaur Light Carrier
3

Centaur Light Carrier

NAME M WS BS S T W A Ld Sv
Centaur Light Carrier 12" 6+ 4+ 5 6 7 2 7 3+
A Centaur Light Carrier is a single model equipped with two heavy stubbers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
ABILITIES
Artillery Tractor: If this model starts its move within 1" of a friendly <REGIMENT> ARTILLERY model, it can choose to tow it as long as neither this model nor the ARTILLERY model is within 1" of an enemy model. If it does this, this model immediately makes a move of up to 12". The ARTILLERY model is then placed anywhere within 1" of this model so that no part of the ARTILLERY model has moved more than 12" from where it started. Finally, any crew are placed in base contact with the ARTILLERY model. An ARTILLERY model that has been towed may not fire its weapons during the Shooting phase of the same turn.

Explodes: 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 explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
TRANSPORT
This model can transport 5 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models, and each OGRYN takes the space of three other models.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TRANSPORT, CENTAUR LIGHT CARRIER

This datasheet has Dedicated Transport 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.
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.

The OGRYN keyword is used in following Astra Militarum datasheets:

Elites
• Ogryns

The TRANSPORT keyword is used in following Astra Militarum datasheets:

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