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Astra MilitarumManticore Battery
4

Manticore Battery

NAME M WS BS S T W A Ld Sv
Manticore Platform 0" - 4+ 4 7 7 - 7 4+
This unit contains 1 Manticore Platform. It can include 1 additional Manticore Platform (Power Rating +4) or 2 additional Manticore Platforms (Power Rating +8). Each Manticore Platform is equipped with four Manticore missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Manticore missile
300"
Heavy D6
9
-3
D6
Each Manticore missile can only be fired once per battle.
10
Sky eagle rocket
120"
Heavy 1
9
-3
D6
Each sky eagle missile can only be fired once per battle. Add 1 to all hit rolls made for this weapon against targets that can FLY. When attacking a model that can FLY this model can re-roll failed hit rolls with this weapon.
WARGEAR OPTIONS
 • Any model may replace its four Manticore missiles with four sky eagle rockets.
ABILITIES
Artillery Battery: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ARTILLERY, MANTICORE BATTERY
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.
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
© Vyacheslav Maltsev 2013-2019