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11

Lugft Huron

NAME M WS BS S T W A Ld Sv
Lugft Huron 5" 2+ 2+ 4 4 7 4 9 2+
Lugft Huron is a single model. He is equipped with the Ghost Razors and an artificer flamer. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ghost Razors
Melee
Melee
+1
-5
D3
Successful invulnerable saves made against this weapon must be re-rolled.
0
Artificer flamer
8"
Assault D6
5
-1
D3
This weapon hits its target automatically.
ABILITIES
And They Shall Know No Fear

Chapter Master: You can re-roll failed hit rolls for friendly ASTRAL CLAWS units within 6" of Lugft Huron.

Iron Halo: Lugft Huron has a 4+ invulnerable save.

Big Guns Never Tire: Once per battle in the Shooting phase, you may unleash a special bombardment attack instead of shooting as normal with this model. To do so, nominate a target enemy unit (CHARACTERS may not be targeted) anywhere on the battlefield and roll a D6. On a roll of 2+, that unit suffers D6 mortal wounds.

Living Legend: If your army is Battle-forged, you receive an additional 1 Command point if Lugft Huron is your Warlord.

Shadowed Fate: If Lugft Huron is reduced to 0 wounds, roll a D6. On a result of a 5+, set him up again at the end of the phase as close as possible to his previous position and more than l" from any enemies. He now has a single wound remaining.

Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases, he can teleport into battle – set him up anywhere on the battlefield that is more than 9" from any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, ASTRAL CLAWS
KEYWORDS
CHARACTER, INFANTRY, CHAPTER MASTER, TERMINATOR, LUGFT HURON
Does not include wargear
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.
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.
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.
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.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, 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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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.
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 HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

• Captain
© Vyacheslav Maltsev 2013-2019