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Astra MilitarumHeavy Mortar Battery
3

Heavy Mortar Battery

NAME M WS BS S T W A Ld Sv
Heavy Mortar 0" - 4+ 4 7 6 - 7 4+
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 1 Heavy Mortar and 3 Guardsmen Crew. It can include 1 additional Heavy Mortar with 3 Guardsmen Crew (Power Rating +3) or 2 additional Heavy Mortars with 3 Guardsmen Crew each (Power Rating +6).
 • Each Heavy Mortar is equipped with a heavy mortar.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Heavy mortar
48"
Heavy D6
6
-1
D3
This weapon can target units that are not visible to the bearer.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Artillery: A Heavy Mortar can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew model cannot operate multiple Heavy Mortars in this way in a single turn. If all of the Guardsmen Crew within 6" of a Heavy Mortar are slain, it immediately shuts down and is removed from play.

Artillery Battery: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, all the ARTILLERY models are treated as one unit and all the Guardsmen Crew are treated as another. Guardsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

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 1 mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Heavy Mortar)
VEHICLE, ARTILLERY, HEAVY MORTAR
KEYWORDS (Guardsmen Crew)
INFANTRY, GUARDSMEN CREW
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.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
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.

The GUARDSMEN CREW keyword is used in following Astra Militarum datasheets:

Heavy Support
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019