Legiones Astartes – Deathstorm Drop Pod
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  • Deathstorm Drop Pod 90 Points
UNIT COMPOSITION: 1 DEATHSTORM DROP POD

The Deathstorm drop pod was originally conceived as a means to augment the firepower of orbital assault spearheads, allowing such strike forces to scour enemy fortifications and defence lines of their defenders on the rare occasion that they were able to resist the overwhelming arrival of a drop assault force. The addition of automated Deathstorm missile launchers to the drop pod frame provides fire superiority in these situations, saturating the drop zone in fire and shrapnel and aiming to suppress enemy forces as much as to outright destroy them.

Armour Transport Capacity
M BS Front Side Rear HP
Deathstorm Drop Pod (⌀Use model)
Deathstorm Drop Pod (⌀Use model) - 2 12 12 12 4 -
WARGEAR
  • Turret Mounted Deathstorm missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Impact Reactive Doors
  • Orbital Assault Vehicle
  • Deathstorm
TYPE
SPECIAL RULES

Deathstorm

Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.

This Model makes a Shooting Attack when it is Deployed on the Battlefield.

When a Model with this Special Rule is deployed, any doors on the Model must be opened to their full extent. Then, this Model makes up to five Shooting Attacks as if it were the Shooting Phase. Each Shooting Attack must target a different Unit. After resolving these Shooting Attacks, this Model’s Deathstorm missile launcher cannot be used to make Shooting Attacks again during this Battle.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.

The [Allegiance] Trait is used in the following Legiones Astartes datasheets:

The [Legiones Astartes] Trait is used in the following Legiones Astartes datasheets:

Pinning (X)

The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.

Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Army List
Datasheets collated

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Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.

This datasheet has Support Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Deathstorm missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Deathstorm missile launcher
Deathstorm missile launcher
18
D3
6
4
1
Pinning (1)
Missile

Impact Reactive Doors

Many drop pods have doors or hatches designed to release via explosive bolts upon landing, either allowing their passengers to disembark as swiftly as possible or for built-in weaponry to be unleashed upon nearby foes.

A Model with this Special Rule must be deployed with its doors open.

When a Model with this Special Rule is Deployed, any doors on the Model must be opened to their full extent. Any Unit Embarked upon a Model with this Special Rule must Disembark in the Move Sub-Phase immediately following the Reserves Sub-Phase in which it was Deployed. Any Model that cannot Disembark from the Model with this Special Rule in that Move Sub-Phase is Removed as a Casualty.

Furthermore, once a Unit has Disembarked from a Model with this Special Rule, no Models may Embark upon that Model with this Special Rule for the duration of the Battle.

Ranges or Line of Sight from this Model must be measured from the central hull, including for Disembarkation. The doors are ignored for all purposes.
Orbital Assault Vehicle

Drop pods and other dedicated orbital assault vehicles are intended for one purpose only - to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.

A Model with this Special Rule must Deep Strike.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.
Deathstorm

Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.

This Model makes a Shooting Attack when it is Deployed on the Battlefield.

When a Model with this Special Rule is deployed, any doors on the Model must be opened to their full extent. Then, this Model makes up to five Shooting Attacks as if it were the Shooting Phase. Each Shooting Attack must target a different Unit. After resolving these Shooting Attacks, this Model’s Deathstorm missile launcher cannot be used to make Shooting Attacks again during this Battle.
© Vyacheslav Maltsev 2013-2026