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Astra MilitarumMarauder Destroyer
22

Marauder Destroyer

NAME M WS BS S T W A Ld Sv
Marauder Destroyer * 6+ * 7 7 20 3 7 3+
A Marauder Destroyer is a single model equipped with three twin autocannon, a twin assault cannon, a twin heavy bolter and a cluster of heavy bombs.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
11-20+
20-45"
4+
5-10
20-30"
5+
1-4
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
WARGEAR OPTIONS
 • This model may take eight hellstrike missiles.
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. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D6 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.

Heavy Bombs:
30
Once per battle, a Marauder Destroyer equipped with heavy bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Marauder Destroyer has moved, pick an enemy unit that it flew over, then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 12D6. For every roll of a 4+, the unit suffers a mortal wound.

Sky Fortress: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, TITANIC, FLY, MARAUDER, MARAUDER DESTROYER
Does not include wargear

Hellstrike missiles (FW) used in following datasheets:

Flyers
Lords of War
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.

Twin autocannon used in following datasheets:

Flyers
Heavy Support
Lords of War

Twin heavy bolter used in following datasheets:

Dedicated Transport
Heavy Support
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.
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.
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

The MARAUDER keyword is used in following Astra Militarum datasheets:

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