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Astra MilitarumThunderbolt Heavy Fighter
15

Thunderbolt Heavy Fighter

NAME M WS BS S T W A Ld Sv
Thunderbolt Heavy Fighter * 6+ * 7 7 15 3 7 3+
A Thunderbolt Heavy Fighter is a single model equipped with two twin autocannon and a twin lascannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
7-15+
20-45"
3+
4-6
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
30
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • This model may take one of the following options: tactical bombs, four hellstrike missiles, six skystrike missiles.
ABILITIES
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Crash and Burn: 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Repair: At the end of each of the Thunderbolt Heavy Fighter’s Shooting phases, roll a dice. On a 6+, it immediately regains a single wound lost earlier in the battle.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.

Tactical Bombs:
20
Once per battle, a Thunderbolt Heavy Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Thunderbolt Heavy Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, THUNDERBOLT HEAVY FIGHTER
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.
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.
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
Army List
Heavy Support
• Hydras
• Wyverns

The FLY keyword is used in following Astra Militarum datasheets:

Flyers
Lords of War

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

© Vyacheslav Maltsev 2013-2019