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Space MarinesRelic Sicaran Arcus Strike Tank
15

Relic Sicaran Arcus Strike Tank

NAME M WS BS S T W A Ld Sv
Relic Sicaran Arcus Strike Tank * 6+ * 6 7 14 * 8 3+
A Relic Sicaran Arcus is a single model. It is equipped with a twin rotary missile launcher and a heavy bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-14+
14"
3+
4
3-6
10"
4+
3
1-2
6"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
25
Lascannon
48"
Heavy 1
9
-3
D6
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Twin rotary missile launcher
24"
Heavy 2D6
5
-2
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When targeting INFANTRY units, any wound rolls of 6 inflict a single mortal wound in addition to any other damage.
WARGEAR OPTIONS
 • A Relic Sicaran Arcus may also be equipped with either two heavy bolters or two lascannon.
 • A Relic Sicaran Arcus may also be equipped with a hunter-killer missile and/or a storm bolter.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Vanguard Strike: When you shoot with this model’s rotary missile launcher, you can choose to change its Type to Heavy 4D6, but if you do then you cannot fire this weapon again until after the end of your next turn.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, RELIC, RELIC SICARAN ARCUS STRIKE TANK
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.
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.
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.
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.
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
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© Vyacheslav Maltsev 2013-2019