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Space MarinesLand Speeders
6

Land Speeders

NAME M WS BS S T W A Ld Sv
Land Speeder 16" 3+ 3+ 4 5 6 2 7 3+
This unit contains 1 Land Speeder. It can include up to 2 additional Land Speeders (Power Rating +6 per model). Each model is equipped with a heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Assault cannon
24"
Heavy 6
6
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
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.
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a multi-melta.
 • Any model may take one of the following weapons: assault cannon, heavy flamer or typhoon missile launcher.
 ◦ Any model may replace its heavy bolter with a multi-melta or a heavy flamer.
 ◦ Any model may take an assault cannon, a heavy flamer, a typhoon missile launcher, a heavy bolter or a multi-melta.
ABILITIES
And They Shall Know No Fear

Anti-grav Upwash: Models in this unit have a Move characteristic of 20", instead of 16", whilst the unit contains 3 models.

Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, FLY, LAND SPEEDERS
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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.
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.
Army List
• Captain

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

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

Dedicated Transport
Elites
Fast Attack
© Vyacheslav Maltsev 2013-2019