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Space WolvesLand Raider Excelsior
24

Land Raider Excelsior

NAME M WS BS S T W A Ld Sv
Land Raider Excelsior * 6+ * 8 8 16 * 9 2+
This unit contains one Land Raider Excelsior. It is equipped with two twin lascannons and a gravcannon and grav-amp.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
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.
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter.
 • This model may take a multi-melta.
 • This model may take a combi-plasma.
ABILITIES
Bolter Discipline, Shock Assault

Aquila Aegis Field: This model has a 5+ invulnerable save.

Data Augurs: While this model is within 24" of any friendly SPACE WOLVES Rhinos Primaris, add 1 to its hit rolls for shooting attacks.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

Rites of Battle: You can re-roll hit rolls of 1 made for friendly SPACE WOLVES units within 6" of this model.

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

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 D6 mortal wounds.
TRANSPORT
This model can transport 10 SPACE WOLVES INFANTRY models. Each JUMP PACK, TERMINATOR or Wulfen model takes the space of two other models. It cannot transport PRIMARIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
CHARACTER, VEHICLE, TRANSPORT, LAND RAIDER, LAND RAIDER EXCELSIOR
Does not include wargear
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.
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.
Number of Attacks (melee)
The number of close combat attacks a model makes against its target is determined by its Attacks characteristic. You roll one dice for each close combat attack being made. For example, if a model has an Attacks characteristic of 2, it can make 2 close combat attacks and you can therefore roll 2 dice.

The BIKER and SPACE WOLVES keywords are used in following Space Wolves datasheets:

HQ
Elites
Fast Attack

The DREADNOUGHT and SPACE WOLVES keywords are used in following Space Wolves datasheets:

HQ
Elites
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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.

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

Fast Attack

The WULFEN keyword is used in following Space Wolves datasheets:

Elites
• Wulfen
Army List

The LAND RAIDER keyword is used in following Space Wolves datasheets:

HQ
Heavy Support

The TRANSPORT keyword is used in following Space Wolves datasheets:

HQ
Dedicated Transport
• Rhino
Flyers
Heavy Support
© Vyacheslav Maltsev 2013-2019