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Space MarinesCaestus Assault Ram
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Caestus Assault Ram

NAME M WS BS S T W A Ld Sv
Caestus Assault Ram * 5+ * 8 7 14 * 9 2+
A Caestus Assault Ram is a single model. It is equipped with a Caestus ram, a twin magna-melta and two firefury missile batteries.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
8-14+
20-50"
3+
4
4-7
20-30"
4+
2
1-3
20"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
120
Twin magna-melta
24"
Heavy 2D3
10
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
ABILITIES
Angels of Death

Airborne Ram: This model can only declare charges in the Charge phase against units that can FLY, and may only attack or be attacked in the Fight phase by units that can FLY.

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

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.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6" suffers D3 mortal wounds.

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 Ram, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.
TRANSPORT
The Caestus Assault Ram’s unique transport bays can transport 10 <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY models. It may transport TERMINATOR models which only take up one space per model. It cannot transport JUMP PACK, CENTURION or PRIMARIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
AIRCRAFT, VEHICLE, TRANSPORT, FLY, CAESTUS ASSAULT RAM

This datasheet has Flyers Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

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.
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.
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.
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.
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.
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.

The JUMP PACK keyword is used in following Space Marines datasheets:

HQ
Fast Attack

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
Army List
Filter:
HQ
• Captain
Elites
Faction Rules

The BLACK TEMPLARS, PRIMARIS and INFANTRY keywords are used in following Space Marines datasheets:

© Vyacheslav Maltsev 2013-2020