Solar Auxilia – Marauder Destroyer

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Marauder Destroyer
UNIT COMPOSITION: 1 MARAUDER DESTROYER
245 PointsPts

The Marauder Destroyer was a variant of the Marauder Bomber that sacrificed most of its bomb payload in favour of heavy firepower, consisting of six autocannon mounted upon its nose which were capable of unleashing a considerable amount of weapons fire. The Marauder Destroyer most commonly served as a frontline support aircraft, strafing enemy positions and eradicating reinforcement convoys to ease pressure from the main advance, and when deployed in squadrons these aircraft were more than capable of reducing entire tank companies to smouldering ruin while avoiding the worst of the enemy’s firepower.

Armour Transport Capacity
M BS Front Side Rear HP
Marauder Destroyer (⌀Use model)
Marauder Destroyer (⌀Use model) 18 3 12 12 12 10 -
WARGEAR
  • Turret Mounted twin heavy bolter
  • Hull (Front) Mounted Gravis autocannon array
  • Hull (Rear) Mounted twin rotary defence cannon
TRAITS
  • [Allegiance]
  • Solar Auxilia
SPECIAL RULES
  • None
TYPE
WARGEAR

Marauder Destroyer Weapons


Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis autocannon array
Gravis autocannon array
48
8
8
4
2
Breaching (6+)
Auto
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt
Twin rotary defence cannon
Twin rotary defence cannon
36
6
5
4
1
Breaching (6+)
Auto
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.
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.

With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.

When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a ‘Breaching Wound’.

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.

The [Allegiance] Trait is used in the following Solar Auxilia datasheets:

High Command
Retinue
Heavy Assault
Troops
Transport
Heavy Transport

The Solar Auxilia Trait is used in the following Solar Auxilia datasheets:

High Command
Retinue
Heavy Assault
Troops
Transport
Heavy Transport
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.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack 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 Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
Titan
The following Rules apply to all Models with the Titan Sub-Type:
Super-heavy

From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.


The following Rules apply to all Models with the Super-heavy Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.

*See Liber Questoris for more details on these Unit Sub-Types.

Twin heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt

Gravis autocannon array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis autocannon array
Gravis autocannon array
48
8
8
4
2
Breaching (6+)
Auto

Twin rotary defence cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin rotary defence cannon
Twin rotary defence cannon
36
6
5
4
1
Breaching (6+)
Auto
© Vyacheslav Maltsev 2013-2026