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Astra MilitarumTauros Assault Vehicle
3

Tauros Assault Vehicle

NAME M WS BS S T W A Ld Sv
Tauros Assault Vehicle 15" 4+ 4+ 4 5 6 2 7 4+
This unit contains 1 Tauros Assault Vehicle. It can include 1 additional Tauros Assault Vehicle (Power Rating +3) or 2 additional Tauros Assault Vehicles (Power Rating +6). Each Tauros Assault Vehicle is equipped with a heavy flamer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
36"
Assault 2D6
3
0
1
-
 - Krak grenade
36"
Assault 2
6
-1
D3
-
WARGEAR OPTIONS
 • Any model may replace its heavy flamer with a Tauros grenade launcher.
 • Any model may take a hunter-killer missile.
ABILITIES
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 1 mortal wound.

Galvanic Motor: If this model moved over 10" in its last Movement phase, it gains a 5+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, <REGIMENT>
KEYWORDS
VEHICLE, TAUROS, TAUROS ASSAULT VEHICLE
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.
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.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
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

This datasheet has Fast Attack Battlefield Role. Full list of Astra Militarum units sharing same Battlefield Role follows:

The TAUROS keyword is used in following Astra Militarum datasheets:

Fast Attack
© Vyacheslav Maltsev 2013-2019