Grey Knights – Land Raider
This datasheet does not meet the selection criteria (see Settings tab).
15

Land Raider

NoNAME MWSBSSTW!ALdSvBase
265
Land Raider (base: Use model)
1
265
Land Raider
10"6+3+889-16692+Use model
5"6+4+885-8D692+
3"6+5+881-4D392+
A Land Raider is equipped with: twin heavy bolter; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play, On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 GREY KNIGHTS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: IMPERIUM, SANCTIC ASTARTES, GREY KNIGHTS, <BROTHERHOOD>
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER

Datasheet-related Stratagems

PURITY OF THE MACHINE SPIRIT2CP
Grey Knights – Epic Deed Stratagem

The most ancient and pure of the Grey Knights’ machine spirits are known to continue the fight with an inviolable sense of duty.

Use this Stratagem in your Command phase. Select one GREY KNIGHTS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
MISTS OF DEIMOS1CP
Grey Knights – Wargear Stratagem

From hull-mounted launchers, Grey Knights’ vehicles fire smoke grenades whose effects are boosted by the obscuring powers of their psychic crews and sometimes called the Mists of Deimos.

Use this Stratagem in your opponent’s Shooting phase, when a GREY KNIGHTS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
PSYBOLT AMMUNITION1CP/2CP
Grey Knights – Wargear Stratagem

By entreating the machine spirit of his weapon with psychic incantations, a battle-brother can infuse the already deadly payload with explosive mental energy.

Use this Stratagem in your Shooting phase, when a GREY KNIGHTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack with a bolt weapon:
  • An unmodified hit roll of 6 automatically wounds the target.
  • Improve the Armour Penetration characteristic of that attack by 1.
If this unit has 6 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.

This datasheet has Heavy Support Battlefield Role. Full list of Grey Knights units sharing same Battlefield Role follows:

Hunter-killer missile used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Twin heavy bolter used in the following datasheets:

Heavy Support

– may take Twin heavy bolter as an option.

Twin lascannon used in the following datasheets:

Heavy Support
Dedicated Transport

– may take Twin lascannon as an option.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The TRANSPORT keyword is used in the following Grey Knights datasheets:

The MACHINE SPIRIT keyword is used in the following Grey Knights datasheets:

The SMOKESCREEN keyword is used in the following Grey Knights datasheets:

The LAND RAIDER keyword is used in the following Grey Knights datasheets:

The GREY KNIGHTS and MACHINE SPIRIT keywords are used in the following Grey Knights datasheets:

The GREY KNIGHTS and SMOKESCREEN keywords are used in the following Grey Knights datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
© Vyacheslav Maltsev 2013-2021