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Space MarinesRelic Javelin Attack Speeder
9

Relic Javelin Attack Speeder

NAME M WS BS S T W A Ld Sv
Relic Javelin Attack Speeder 15" 3+ 3+ 4 6 9 3 8 3+
A Relic Javelin Attack Speeder is a single model. It is equipped with a heavy bolter and a typhoon launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
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
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
WARGEAR OPTIONS
 • A Relic Javelin may replace its heavy bolter with a multi-melta.
 • A Relic Javelin may replace its twin typhoon launcher with a twin lascannon.
 • A Relic Javelin may take up to two hunter-killer missiles.
ABILITIES
And They Shall Know No Fear

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 1 mortal wound.

Gravitic Augur Haze: Your opponent subtracts 1 from all hit rolls made for models that target this model at ranges greater than 8".
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, RELIC, FLY, LAND SPEEDER, RELIC JAVELIN ATTACK SPEEDER
Does not include wargear
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.
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.
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.
Army List
• Captain

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

Dedicated Transport
Elites
Fast Attack
© Vyacheslav Maltsev 2013-2019