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Astra MilitarumMinotaur Artillery Tank
18

Minotaur Artillery Tank

NAME M WS BS S T W A Ld Sv
Minotaur Artillery Tank * 5+ * 8 8 22 * 8 3+
A Minotaur Artillery Tank is a single model equipped with a twin earthshaker cannon and two heavy bolters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
11-22+
10"
4+
3
5-10
7"
5+
D3
1-4
4"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
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.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer.
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
ABILITIES
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 2D6" suffers D6 mortal wounds.

Heavy Armoured Front: This model has a 5+ invulnerable save against shooting attacks.

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.

Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its twin earthshaker cannon must target units that are more than 1" away). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TITANIC, MINOTAUR ARTILLERY TANK
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.
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
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.
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.
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.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019