Legiones Astartes – Kyzagan Assault Speeder Squadron
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
FAST ATTACK

With few heavy tanks capable of keeping pace with the more fleet Brotherhood’s bikemounted warriors, the White Scars turned to the Javelin platform to provide them with a mobile and yet hardhitting support vehicle. Mounted with a Kheres assault cannon and two reaper autocannon, the Kyzagan Assault Speeder serves as a highly agile heavy weapons platform that is capable of tearing through both armoured vehicles and infantry with ease, while able to provide support to the rest of the Legion’s swift-moving Jetbike squadrons.

Such agile vehicles were in high demand among the White Scars, as they added an impressive weight of firepower to the Legion’s Zao and scouting missions. The Kyzagan proved during the Great Crusade and beyond to be a highly versatile vehicle on the battlefield, given its lack of reliance on conventional tracks as with the Legiones Astartes’ heavy armour, allowing it to engage in almost every conflict the White Scars pursued.

  • Kyzagan Assault Speeder Squadron 105 pts
M WS BS S T W I A Ld Sv Base
Kyzagan (base: 60mm flying base)
Kyzagan 15* 4 4 4 7 4 4 2 9 3+ 60mm flying base
*The additional Movement granted by the Legiones Astartes (White Scars) special rule is included.
Unit Composition
  • 1 Kyzagan Assault Speeder
Wargear
  • Bolt pistol
  • Chainsword
  • Power armour
  • Kyzagan Assault Speeder
Unit Type
Special Rules
  • Legiones Astartes (White Scars)
  • Deep Strike
  • Relentless
  • Firing Protocols (4)
  • Harbingers of the Legion
  • Outflank
  • Hit & Run
Options
  • A Kyzagan Assault Speeder Squadron may take:
  • - Up to 2 additional Kyzagan Assault Speeders
    +105 points each
  • Any model may take up to two hunter-killer missiles for
    +5 points each

Kyzagan Assault Speeder

The White Scars make much use of the various speeders available to the Legiones Astartes, and operate a number of unique variations. The Kyzagan is one such, a Javelin Land Speeder modified to carry a more dedicated package of strike weapons and heavier frontal armour. Though held in disfavour by the adepts of the Mechanicum, who look upon unsanctioned manipulation of STC designs with thinly veiled contempt, the Kyzagan has proven a capable raider and assault vehicle for the mobile White Scars brotherhoods.

A Kyzagan Assault Speeder has one Kheres assault cannon and two Reaper autocannon.
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.
Melee Type
Weapons with the Melee type can only be used in close combat.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
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.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
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
Reaper autocannon

Range
Str
AP
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked

Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
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.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Chainsword

Range
Str
AP
Chainsword
-
User
-
Melee, Shred

Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Kheres assault cannon

Range
Str
AP
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)

Hunter-killer missile

Range
Str
AP
Hunter-killer missile
48"
8
3
Heavy 1, One Shot

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.
Firing Protocols (X)

Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield.

When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
Hit & Run

Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.

A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the Test is failed, nothing happens and the models remain locked in the fight.

If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.

A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Outflank

Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.

A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.
Harbingers of the Legion

Running ahead of the heavy infantry that was the closed fist of the Space Marine Legions, these warriors harry and pursue the enemy. They strike at the foe’s most vulnerable points, depriving them of shelter and succour and leaving them at the mercy of the warriors that follow in their wake.

A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.
Legiones Astartes (White Scars)
All models with this special rule are subject to the following provisions:

SWIFT OF ACTION
All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.

Chogorian Panoply
Models with this special rule gain access to unique Wargear options (see Armoury of the White Scars).

The Lords of the Storm
Any Legion Centurions, Legion Tartaros Centurions or Legion Cataphractii Centurions with this special rule may not select the Librarian Consul upgrade, but gain access to the Stormseer Consul upgrade instead.

Sons of Chogoris
A Warlord with this special rule may select a Warlord Trait from the White Scars Warlord Trait list.

Kyzagan Assault Speeder

The White Scars make much use of the various speeders available to the Legiones Astartes, and operate a number of unique variations. The Kyzagan is one such, a Javelin Land Speeder modified to carry a more dedicated package of strike weapons and heavier frontal armour. Though held in disfavour by the adepts of the Mechanicum, who look upon unsanctioned manipulation of STC designs with thinly veiled contempt, the Kyzagan has proven a capable raider and assault vehicle for the mobile White Scars brotherhoods.

A Kyzagan Assault Speeder has one Kheres assault cannon and two Reaper autocannon.
© Vyacheslav Maltsev 2013-2024