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36

Astraeus Super-heavy Tank

NAME M WS BS S T W A Ld Sv
Astraeus Super-heavy Tank * 5+ * 9 8 24 * 9 2+
An Astraeus Super-heavy Tank is a single model. It is equipped with a twin heavy bolter, storm bolter, ironhail heavy stubber, two las-rippers, enhanced repulsor field and twin macro-accelerator cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
Void Shield
11-24+
12"
3+
8
5+
6-10
9"
4+
6
6+
1-5
5"
5+
D3
7+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Plasma eradicator
When attacking with this weapon, choose one of the profiles below:
 - Standard
36"
Heavy D3
8
-4
1
-
 - Supercharge
36"
Heavy D3
9
-4
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
30
Las-ripper
24"
Heavy 2
8
-3
3
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
120
Twin macro-accelerator cannon
72"
Heavy 12
8
-2
3
When targeting units with the FLY keyword, this weapon ignores abilities which negatively modify its hit rolls.
0
Enhanced repulsor field
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
 • This model may exchange its twin heavy bolter for a twin lascannon.
 • This model may take an additional ironhail heavy stubber.
 • This model may replace its two las-rippers with two plasma eradicators.
ABILITIES
Angels of Death

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Hover Tank: Instead of measuring distances and ranges to and from this model’s base, measure to and from this model’s base or hull (whichever is closer).

Enhanced Repulsor Fields: Your opponent must subtract 3 from any charge rolls made for units that declare a charge against an Astraeus Super-heavy Tank.

Steel Behemoth: This model may Fall Back in the Movement phase and still Charge during the controlling player’s turn. It may fire its weapons if enemy units are within 1" of it (except for its twin macro-accelerator cannon which may still fire but must target units that are not within 1"). In addition, this model only gains a bonus to its save when in cover if at least half of the model is obscured from the attacker.

Explodes: 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 2D6" suffers D6 mortal wounds.

Void Shields: An Astraeus Super-heavy Tank is protected by specialised void shield generators, nearimpenetrable barriers of force projected out at a distance from their hulls in layers designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack, except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll is passed. Note that void shield saves may not be taken against mortal wounds inflicted by this model's plasma eradicators.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>ULTRAMARINESWHITE SCARS
KEYWORDS
VEHICLE, TITANIC, FLY, ASTRAEUS SUPER-HEAVY TANK
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.
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.
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.
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
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.
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