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Astra MilitarumRapier Laser Destroyer
4

Rapier Laser Destroyer

NAME M WS BS S T W A Ld Sv
Rapier Laser Destroyer 3" 6+ 4+ 3 5 3 1 7 3+
Imperial Guard Crew 6" 4+ 4+ 3 3 1 1 6 5+
This unit contains one Rapier Laser Destroyer and two Guardsmen Crew.
 • The Rapier Laser Destroyer is equipped with a laser destroyer.
 • Each Guardsmen Crew is equipped with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Imperial Guard Crew: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, the Rapier Laser Destroyer is 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.

Artillery: The Rapier Laser Destroyer can only fire its weapon if at least one of the Imperial Guard Crew it was deployed with is within 3". If both of the Imperial Guard Crew the Rapier Laser Destroyer was deployed with are slain, the Rapier Laser Destroyer is also removed as slain.

Explodes (Rapier Carrier only): 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 a single mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS (Rapier Laser Destroyer)
VEHICLE, ARTILLERY, RAPIER LASER DESTROYER
KEYWORDS (Imperial Guard Crew)
INFANTRY, IMPERIAL GUARD 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.
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019