Renegades and Heretics – Leman Russ Battle Tanks
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10

Leman Russ Battle Tanks

NoNAME  M WS BS S T W! A Ld Sv Base
140
Leman Russ Battle Tank (base: Use model)
1‑3
140
Leman Russ Battle Tank
10" 6+ 4+ 7 8 7-12 3 7 3+ Use model
7" 6+ 5+ 7 8 4-6 D3 7 3+
4" 6+ 6+ 7 8 1-3 1 7 3+
This unit contains 1 Leman Russ Battle Tank. It can include 1 additional Leman Russ Battle Tank (Power Rating +10) or 2 additional Leman Russ Battle Tanks (Power Rating +20). Each model is equipped with a battle cannon and a heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Battle cannon
+5
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+5
Demolisher cannon
+5
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Eradicator nova cannon
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+15
Exterminator autocannon
+15
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+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.
+20
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+20
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+20
Punisher gatling cannon
+20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
Vanquisher battle cannon
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its battle cannon with an eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon or punisher gatling cannon.
 • Any model may replace its heavy bolter with a heavy flamer or a lascannon.
 • Any model may take two heavy bolters, two heavy flamers, two multi-meltas or two plasma cannons.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Grinding Advance
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Emergency Plasma Vents: If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
FACTION KEYWORDS: CHAOS, RENEGADES AND HERETICS
KEYWORDS: VEHICLE, LEMAN RUSS, LEMAN RUSS BATTLE TANK

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Vehicle Equipment). When this is the case, the unit may take any item from the appropriate list below.

VEHICLE EQUIPMENT

 • Augur array

 • Dozer blade

 • Heavy stubber1

 • Hunter-killer missile

 • Storm bolter1

 • Track guards

1 A vehicle cannot have both a heavy stubber and a storm bolter.


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+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.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
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.

Hunter-killer missile used in the following datasheets:


– may take Hunter-killer missile as an option.

Lascannon used in the following datasheets:

Flyers

– may take Lascannon as an option.

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.
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.
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.
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.
Faction Rules
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.

Multi-melta used in the following datasheets:

Fast Attack
Heavy Support
Vehicle Equipment
 • Augur array
+5
 • Dozer blade
+5
 • Heavy stubber1
+5
 • Hunter-killer missile
+5
 • Storm bolter1
+3
 • Track guards
+5

1 A vehicle cannot have both a heavy stubber and a storm bolter.

Augur array used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Augur array as an option.

Dozer blade used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Dozer blade as an option.

Track guards used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Track guards as an option.

Plasma cannon used in the following datasheets:

Fast Attack
Heavy Support

Battle cannon used in the following datasheets:

Demolisher cannon used in the following datasheets:

Lords of War
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
© Vyacheslav Maltsev 2013-2021