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Space MarinesLand Raider Redeemer
18

Land Raider Redeemer

NAME M WS BS S T W A Ld Sv
Land Raider Redeemer * 6+ * 8 8 16 * 9 2+
A Land Raider Redeemer is a single model equipped with a twin assault cannon and two flamestorm cannons.
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
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
This weapon can only be fired once per battle.
22
Multi-melta
24"
Heavy 1
8
-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.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter.
 • This model may take a multi-melta.
ABILITIES
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.

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

Explodes: 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 explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
This model can transport 12 <CHAPTER> 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>
KEYWORDS
VEHICLE, TRANSPORT, LAND RAIDER, LAND RAIDER REDEEMER
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.
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.
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.

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
• Captain

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

HQ
Heavy Support
Lords of War
© Vyacheslav Maltsev 2013-2019