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Space MarinesRelic Cerberus Heavy Tank Destroyer
26

Relic Cerberus Heavy Tank Destroyer

NAME M WS BS S T W A Ld Sv
Relic Cerberus Heavy Tank Destroyer * 5+ * 8 9 22 * 9 2+
A Relic Cerberus is a single model. It is equipped with a heavy neutron pulse array and crushing tracks.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
17-22+
10"
3+
8
6-16
5"
4+
6
1-5
3"
5+
D3
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Crushing tracks
Melee
Melee
User
-2
D3
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
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.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
WARGEAR OPTIONS
 • A Relic Cerberus may take either two lascannon or two heavy bolters.
 • A Relic Cerberus may also be equipped with one of the following additional weapons:
  - Heavy bolter
  - Heavy flamer
  - Multi-melta
  - Storm bolter
ABILITIES
Angels of Death

Unstable Reactor: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes and each unit within 2D6" suffers D6 mortal wounds.

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

Steel Behemoth: This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player’s turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (however its heavy neutron pulse array must target units which are more than 1" away). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.

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.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>ULTRAMARINESWHITE SCARS
KEYWORDS
TITANIC, VEHICLE, RELIC, RELIC CERBERUS HEAVY TANK DESTROYER
Does not include wargear
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.
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.
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.
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.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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.
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© Vyacheslav Maltsev 2013-2019