Forces of the Emperor – Divisio Aeronautica Thunderbolt
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FAST ATTACK

A heavy fighter combining devastating strike potential with a high degree of speed and manoeuvrability, the Thunderbolt forms the bulk of the Imperialis Armada’s intra-atmosphere fighter aircraft. The Thunderbolt is a true workhorse, with a rugged and reliable design, beloved of its crews and feared by its enemies.

The Thunderbolt’s versatile array of armaments enables it to tackle all manner of missions, making it ideal for dominating the skies of alien worlds as the Solar Auxilia land, and supporting them in battle as they advance. The Thunderbolt can fulfil a range of missions, from hunting tanks and ground strikes, yet its main role is that of an air-superiority fighter, engaging enemy craft in dogfights or hunting down the foe’s bombers. Its most famous characteristic, however, is sheer resilience and it is not unusual for a Thunderbolt to land riddled with damage that would have downed a lesser craft.

  • Divisio Aeronautica Thunderbolt 120 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Thunderbolt (base: 120 x 92mm flying base)
Thunderbolt 22 3 12 11 10 3 - 120 x 92mm flying base
Unit Composition
  • 1 Thunderbolt
Wargear
  • Four Centreline Mounted autocannon
  • Two Centreline Mounted lascannon
Unit Type
Special Rules
  • Divisio Aeronautica Air Superiority
  • Deep Strike
Options
  • A Thunderbolt may select any one of the following options:
  • - Four Hull (Front) Mounted Hellstrike missiles
    +15 points
  • - Four Hull (Front) Mounted Skystrike missiles
    +20 points
  • A Thunderbolt may have any of the following options:
  • - Ramjet diffraction grid
    +30 points
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Army List
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Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
One Use/One Shot

Certain items can only be used once, so a general must choose wisely when to do so.

A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.

Lascannon

Range
Str
AP
Lascannon
48"
9
2
Heavy 1, Sunder
Ramjet Diffraction Grid

Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake.

A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.

Autocannon

Range
Str
AP
Autocannon
48"
7
4
Heavy 2, Rending (6+)
Divisio Aeronautica Air Superiority

Employed to cover the advance of the infantry below, the aircraft of the Divisio Aeronautica are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.

A unit or model with this special rule may be placed into Combat Air Patrol at the beginning of the battle, before any models are deployed onto the table. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction:

Advanced Reaction: Combat Air Patrol
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Combat Air Patrol – This Advanced Reaction may be played whenever any enemy model that has the Vehicle Unit Type and the Flyer Unit Sub-type enters the Battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Unit Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement, it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with a line of sight to that model.

Only models with the Vehicle Unit Type and Flyer Unit Sub-type may make the Combat Air Patrol Reaction.

Hellstrike missile

Range
Str
AP
Hellstrike missile
72"
9
2
Heavy 1, Sunder, One Shot
Skyfire

Skyfire weapons excel at shooting down enemy aircraft.

A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.

Skystrike missile

Range
Str
AP
Skystrike missile
72"
8
2
Heavy 1, Skyfire, Sunder, One Use
© Vyacheslav Maltsev 2013-2024