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Astra MilitarumVulture Gunship
11

Vulture Gunship

NAME M WS BS S T W A Ld Sv
Vulture Gunship * 6+ * 7 7 14 3 7 3+
This unit contains 1 Vulture Gunship. It can include 1 additional Vulture Gunship (Power Rating +11) or 2 additional Vulture Gunships (Power Rating +22). Each Vulture Gunship is equipped with a heavy bolter, a twin multi-laser and two hellstrike missiles.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-14+
20-45"
4+
4-7
20-30"
5+
1-3
20"
6+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
30
Hellstrike missiles (FW)
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
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
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
40
Twin punisher gatling cannon
24"
Heavy 40
5
0
1
-
WARGEAR OPTIONS
 • Any model may replace its two hellstrike missiles with one of the following: tactical bombs, two hellfury missiles, six skystrike missiles, six hunter-killer missiles, two multiple rocket pods.
 • Any model may replace its twin multi-laser with one of the following: twin autocannon, twin lascannon, two multiple rocket pods.
 • Any model may replace its twin multi-laser and all hellstrike missiles for a twin punisher gatling cannon.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Strafing Run: Add 1 to hit rolls against units that do not have the FLY keyword.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Tactical Bombs:
20
Once per battle, an Vulture Gunship 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 Vulture Gunship 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.

Vehicle Squadron: 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.
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, AERONAUTICA IMPERIALIS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, VULTURE GUNSHIP

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

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.

Hellfury missile used in following datasheets:

Flyers

Hellstrike missiles (FW) used in following datasheets:

Flyers
Lords of War

Multiple rocket pod used in following datasheets:

Flyers
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.

Skystrike missile used in following datasheets:

Flyers
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.

Twin autocannon used in following datasheets:

Flyers
Heavy Support
Lords of War

Twin lascannon used in following datasheets:

Fast Attack
Flyers
Heavy Support
Lords of War

Twin multi-laser used in following datasheets:

Fast Attack
Flyers
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

The FLY keyword is used in following Astra Militarum datasheets:

Flyers
Lords of War
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019