Astra Militarum – Hades Breaching Drill
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Hades Breaching Drill

Hades Breaching Drill
Hades Breaching Drill
6" 4+ 4+ 6 7 7 D3+3 7 3+
A Hades Breaching Drill is equipped with: melta-cutter drill.
Melta-cutter drill
Melta-cutter drill
Each time an attack is made with this weapon against a BUILDING, that attack automatically hits the target. Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of 6.
Each time an attack is made with this weapon against a BUILDING, that attack automatically hits the target. Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of 6.
Subterranean Assault: During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, you can also set up one VETERANS or COMBAT ENGINEER SQUAD unit underground with it. During the Reinforcements step of one of your Movement phases, you can set up this unit, and any unit set up underground with it anywhere on the battlefield within 3" of each other and more than 9" away from any enemy models.
Specialist Operators: If your army is Battle-forged, you can only include one of this unit in a Detachment for each VETERANS or COMBAT ENGINEER SQUAD unit in the same Detachment.
Whirling Blades: This model has a 4+ invulnerable save against melee attacks.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 3" suffers 1 mortal wound.

Datasheet-related Stratagems



Astra Militarum Stratagem

Astra Militarum vehicles are so rugged and robust that they can be pushed beyond their limits temporarily in times of emergency, even if they have sustained damage.

Use this Stratagem at the start of your turn. Select one VEHICLE model (except a TITANIC model) that has a damage table on its datasheet. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost.


Astra Militarum Stratagem

Should the enemy be too close to engage with heavy cannons, Imperial armour will simply rumble forward to crush them beneath their grinding treads.

Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.


Astra Militarum Stratagem

Imperial tank jockeys and Enginseers have devised a number of improvised mechanical techniques to get their damaged steeds back into the fight.

Use this Stratagem at the start of your turn. Select an ASTRA MILITARUM VEHICLE from your army. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.


Astra Militarum Stratagem

As enemy anti-armour troops advance upon their vehicles, sponson and turret gunners unleash a devastating hail of fire.

Use this Stratagem when a charge is declared against one of your ASTRA MILITARUM VEHICLE units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

This datasheet has Dedicated Transport Battlefield Role. Full list of Astra Militarum units sharing same Battlefield Role follows:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The and VETERANS keywords are used in following Astra Militarum datasheets:

The and COMBAT ENGINEER SQUAD keywords are used in following Astra Militarum datasheets:

The and COMBAT ENGINEER SQUAD keywords are used in following Astra Militarum datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
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