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Astra MilitarumSabre Weapons Battery
3

Sabre Weapons Battery

NAME M WS BS S T W A Ld Sv
Sabre Gun Platform 0" - 4+ 4 4 3 - 7 4+
This unit contains 1 Sabre Gun Platform. It can include 1 additional Sabre Gun Platform (Power Rating +3) or 2 additional Sabre Gun Platforms (Power Rating +6). Each Sabre Gun Platform is equipped with a twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
7
Twin heavy stubber
36"
Heavy 6
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • Any model may replace its twin heavy bolter with either one twin lascannon, one twin autocannon, two twin heavy stubbers or one defence searchlight.
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.

Defence Searchlight:
20
If this model has a defence searchlight, at the start of your Shooting phase it may select a single enemy unit within 48" and line of sight. One friendly <REGIMENT> INFANTRY or <REGIMENT> SABRE WEAPONS BATTERY unit adds 1 to any hit rolls that target the chosen unit until the end of the Shooting phase. A single unit cannot benefit from multiple Defence Searchlights.

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.

Skyfire: Add 1 to all hit rolls made for this model against targets that can FLY. Subtract 1 from the hit rolls made for this model against all other targets.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, ARTILLERY, SABRE WEAPONS BATTERY
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.

The <REGIMENT> and SABRE WEAPONS BATTERY keywords are used in following Astra Militarum datasheets:

Heavy Support
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
© Vyacheslav Maltsev 2013-2019