Wahapedia8 site header
Space MarinesStormtalon Gunship
8

Stormtalon Gunship

NAME M WS BS S T W A Ld Sv
Stormtalon Gunship * 6+ * 6 6 10 * 8 3+
A Stormtalon Gunship is a single model equipped with: 2 heavy bolters; twin assault cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
20-50"
3+
3
3-5
20-35"
4+
D3
1-2
20"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
20
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
32
Typhoon missile launcher
When you choose this weapon to shoot with, select 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 can be equipped with one of the following instead of 2 heavy bolters: 2 lascannons; 1 skyhammer missile launcher; 1 typhoon missile launcher.
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Strafing Run: When resolving an attack made with a ranged weapon by this model against a unit that cannot FLY, add 1 to the hit roll.

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.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
AIRCRAFT, VEHICLE, FLY, STORMTALON GUNSHIP

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

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.

Skyhammer missile launcher used in following datasheets:

Flyers
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.

Twin assault cannon used in following datasheets:

HQ
Dedicated Transport
Fast Attack
Flyers
Heavy Support

Typhoon missile launcher used in following datasheets:

Elites
Fast Attack
Flyers
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.
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.
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
Filter:
HQ
• Captain
Elites
Faction Rules
© Vyacheslav Maltsev 2013-2020