Space Marines – Storm Speeder Thunderstrike
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9

Storm Speeder Thunderstrike

NoNAME  M WS BS S T W! A Ld Sv Base
160
Storm Speeder Thunderstrike (base: 90mm)
1
160
Storm Speeder Thunderstrike
16" 3+ 2+ 5 6 6-10 3 7 3+ 90mm
12" 3+ 3+ 5 6 3-5 2 7 3+
8" 3+ 4+ 5 6 1-2 1 7 3+
A Storm Speeder Thunderstrike is equipped with: stormfury missiles; Thunderstrike las-talon; twin Icarus rocket pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Stormfury missiles
Stormfury missiles
48"
Heavy 1
10
-3
D6
-
Thunderstrike las-talon
Thunderstrike las-talon
36"
Heavy 2
9
-3
D6
-
Twin Icarus rocket pod
Twin Icarus rocket pod
24"
Heavy 2D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
ABILITIES
ABILITIES
Angels of Death
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, STORM SPEEDER, THUNDERSTRIKE, RAVENWING

Datasheet-related Stratagems

WRATHFUL MACHINE SPIRIT2CP
Iron Hands – Battle Tactic Stratagem

Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its chosen target.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
FULL THROTTLE1CP/2CP
Dark Angels – Battle Tactic Stratagem

Forsaking all firepower, the Ravenwing gun their engines and advance and breakneck speeds.

Use this Stratagem in your Movement phase, after a RAVENWING unit from your army Advances. That unit immediately makes a Normal Move of up to 12", but is not eligible to shoot with or declare a charge with this turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

Use this Stratagem in your Movement phase after a WHITE SCARS unit (excluding ARTILLERY) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.
HIGH-SPEED FOCUS1CP
Dark Angels – Epic Deed Stratagem

Pushing themselves and their craft to the limit, Ravenwing pilots perform a series of death-defying aerial manoeuvres to avoid enemy fire.

Use this Stratagem in your opponent’s Shooting phase, when you allocate a ranged attack to a RAVENWING VEHICLE model from your army. Until the start of your next turn, that model has a 4+ invulnerable save against ranged attacks.
ARMOUR OF CONTEMPT1CP
Adeptus Astartes – Epic Deed Stratagem

The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
THE HUNT2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing are expert scouts as well as hunters, and take advantage of these skills to move to the most advantageous positions before battle begins.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVENWING unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
TARGETING GUIDANCE2CP
Dark Angels – Strategic Ploy Stratagem

Ravenwing Land Speeders and Storm Speeders gather and relay targeting data to the rest of the Chapter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 18" of and visible to a RAVENWING LAND SPEEDER or RAVENWING STORM SPEEDER unit from your army. Until the end of the phase, each time a model in a friendly DARK ANGELS unit makes a ranged attack against the selected enemy unit, add 1 to that attacks hit roll.
SWIFT STRIKE2CP/3CP
Dark Angels – Strategic Ploy Stratagem

The Ravenwing strike swiftly and withdraw before the foe can react.

Use this Stratagem in the Fight phase, after a RAVENWING unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were the Movement phase. Otherwise, it can make a Normal Move as if it were the Movement phase. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine riders and pilots rely on their post-human reflexes to weave around incoming.fire.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's hit roll.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem

White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit (excluding AIRCRAFT) from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.
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.
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.
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.
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.
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.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
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 keyword is used in the following Space Marines datasheets:

The STORM SPEEDER keyword is used in the following Space Marines datasheets:

Advance
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.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The ARTILLERY keyword is used in the following Space Marines datasheets:

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
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.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The RAVENWING and STORM SPEEDER keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The STORM SPEEDER keyword is used in the following Space Marines datasheets:

The STORM SPEEDER keyword is used in the following Space Marines 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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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