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Space MarinesStormraven Gunship
15

Stormraven Gunship

NAME M WS BS S T W A Ld Sv
Stormraven Gunship * 6+ * 8 7 14 * 9 3+
A Stormraven Gunship is a single model equipped with a twin assault cannon, a twin heavy bolter and two stormstrike missile launchers.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
8-14+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
24
Twin heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 2D3
7
-3
1
-
 - Supercharge
36"
Heavy 2D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
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
 • This model may replace its two heavy bolters with two lascannons, a skyhammer missile launcher or a typhoon missile launcher.
 • This model may replace its twin heavy bolter with a twin multi-melta or a typhoon missile launcher.
 • This model may take two hurricane bolters.
ABILITIES
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
TRANSPORT
This model can transport 12 <CHAPTER> INFANTRY models and 1 <CHAPTER> DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of 3 other infantry models. It cannot transport PRIMARIS models or Redemptor Dreadnoughts.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, VEHICLE, TRANSPORT, FLY, STORMRAVEN GUNSHIP
Does not include wargear
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.
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.
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.
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.

The JUMP PACK keyword is used in following Space Marines datasheets:

HQ
Fast Attack

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
Army List
• Captain

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

© Vyacheslav Maltsev 2013-2019