VOXROSTER
CodexFactionsAstra Militarum‘Iron Hand’ Straken [Legends]

‘Iron Hand’ Straken [Legends]

M6"
T3
SV3+
W4
LD7+
OC1

Composition & Wargear

‘Iron Hand’ Straken [Legends]
Equipped Auto Shotgun, Bionic Arm with Devil's Claw

Ranged Weapons

WeaponRangeABSSAPD
Auto Shotgun 12"33+ 402
Plasma pistol - standard 12"13+ 7-21
Plasma pistol - supercharge 12"13+ 8-32

Melee Weapons

WeaponRangeAWSSAPD
Bionic Arm with Devil's Claw Melee62+ 6-22

Abilities

Been There, Seen it, Killed it Datasheet

Each time this model makes a melee attack, if it made a Charge move this turn, you can re-roll the Hit roll and you can re-roll the Wound roll.

Leader Datasheet

This model can be attached to the following unit: - Catachan Jungle Fighters

Cold Steel and Courage Datasheet

While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.

Voice Of Command Core

If your Army Faction is Astra Militarum, Officer models with this ability can issue Orders. Each Officer's datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. Officer models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only Astra Militarum models gain the benefit of an Order issued to their unit.

MOVE! MOVE! MOVE! Add 3" to the Move characteristic of models in this unit.

FIX BAYONETS! Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

TAKE AIM! Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

FIRST RANK, FIRE! SECOND RANK, FIRE! Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

TAKE COVER! Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

DUTY AND HONOUR! Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

Lethal Hits Core

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.  Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

Assault Core

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.