Renegades and Heretics – Baneblade
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25

Baneblade

NoNAME  M WS BS S T W! A Ld Sv Base
430
Baneblade (base: Use model)
1
430
Baneblade
10" 5+ 4+ 9 9 16-30 9 8 2+ Use model
8" 5+ 5+ 9 9 8-15 6 8 2+
6" 5+ 6+ 9 9 1-7 3 8 2+
A Baneblade is equipped with: co-axial autocannon; Baneblade cannon; demolisher cannon; 2 lascannons; heavy stubber; twin heavy bolter; 2 twin heavy flamers; adamantine tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Baneblade cannon
Baneblade cannon
72"
Heavy 3D6
9
-3
3
Blast. Turret Weapon.
Blast. Turret Weapon.
Co-axial autocannon
Co-axial autocannon
48"
Heavy 2
7
-1
2
Turret Weapon
Turret Weapon
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Adamantine tracks
Adamantine tracks
Melee
Melee
User
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters.
 • This model can additionally be equipped with one of the following:
  ○ 2 lascannons and 2 twin heavy bolters.
  ○ 2 lascannons and 2 twin heavy flamers.
ABILITIES
ABILITIES
Armoured Tracks: Each time a ranged attack with a Damage characteristic of 1 is allocated to this model, add 1 to the armour saving throw made against that attack.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, RENEGADES AND HERETICS
KEYWORDS: VEHICLE, TITANIC, SMOKE, ARMOURED, REGIMENTAL, SUPER-HEAVY, BANEBLADE

This datasheet has Lords of War Battlefield Role. Full list of Renegades and Heretics units sharing same Battlefield Role follows:

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.

Lascannon used in the following datasheets:

Flyers

– may take Lascannon as an option.
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.

The TITANIC keyword is used in the following Renegades and Heretics datasheets:

The SUPER-HEAVY keyword is used in the following Renegades and Heretics datasheets:

Faction Rules

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Turret Weapons

The primary weapons of Astra Militarum war engines are housed in armoured turrets, which are raised to ensure clear fire lanes and embedded with a variety of targeting aids.

Some Astra Militarum ranged weapons are turret weapons and have the Turret Weapon ability in their profile. Each time a model with such a weapon is selected to shoot:
  • If that model is within Engagement Range of any enemy units, it can still target and resolve attacks against enemy units that are not within Engagement Range of it with weapons with this ability. Note that when making such attacks, you must still subtract 1 from hit rolls due to enemy models being within Engagement Range.
  • Each time that model makes an attack with that weapon, add 1 to that attack’s hit roll.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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:

WEAPONRANGETYPESAPD
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 ARMOURED keyword is used in the following Renegades and Heretics datasheets:

Dedicated Transport
Lords of War

– if equipped with the Armoured tracks the bearer gains the ARMOURED keyword.

Adamantine tracks used in the following datasheets:

© Vyacheslav Maltsev 2013-2023