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Astra MilitarumHeavy Quad Launcher Battery
3

Heavy Quad Launcher Battery

NAME M WS BS S T W A Ld Sv
Heavy Quad Launcher 0" - 4+ 4 7 6 - 7 4+
Guardsmen Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains 1 Heavy Quad Launcher and 3 Guardsmen Crew. It can include 1 additional Heavy Quad Launcher with 3 Guardsmen Crew (Power Rating +3) or 2 additional Heavy Quad Launchers with 3 Guardsmen Crew each (Power Rating +6).
 • Each Heavy Quad Launcher is equipped with a heavy quad launcher.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
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 Quad Launcher can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew model cannot operate multiple Heavy Quad Launchers in this way in a single turn. If all of the Guardsmen Crew within 6" of a Heavy Quad Launcher 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 D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Heavy Quad Launcher)
VEHICLE, ARTILLERY, HEAVY QUAD LAUNCHER
KEYWORDS (Guardsmen Crew)
INFANTRY, GUARDSMEN CREW
Does not include wargear
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.
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.
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.
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.
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.
Army List
Heavy Support
• Hydras
• Wyverns

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

Heavy Support
© Vyacheslav Maltsev 2013-2019