Wahapedia8 site header
Space MarinesLand Raider Prometheus
20

Land Raider Prometheus

NAME M WS BS S T W A Ld Sv
Land Raider Prometheus * 6+ * 8 8 16 * 9 2+
A Land Raider Prometheus is a single model. It is equipped with two quad heavy bolters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
WARGEAR OPTIONS
 • A Land Raider Prometheus may be equipped with a hunter-killer missile.
 • A Land Raider Prometheus may be equipped with a storm bolter.
 • A Land Raider Prometheus may be equipped with a multi-melta.
ABILITIES
Angels of Death

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

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

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Battle Auspex: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit with this ability.

Command Relay: While your army’s Warlord is embarked within this model, one Stratagem played in a turn by the controlling player costs one fewer Command point than normal (to a minimum of 1).
TRANSPORT
This model can transport 10 <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
VEHICLE, TRANSPORT, LAND RAIDER, LAND RAIDER PROMETHEUS
Does not include wargear

Quad heavy bolter used in following datasheets:

Flyers
Heavy Support
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.
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.
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.
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.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.

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

The LAND RAIDER keyword is used in following Space Marines datasheets:

HQ
Heavy Support
Lords of War
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