We’re getting a look at new datasheets from the Xenos and Astra Militarum Imperial Armor books that are now up for pre-order on Warhammer Digital.
While looking at the new Imperial Armor pre-orders we noticed there was a datasheet in both the Xenos and Astra Militarum indexes that we haven’t seen yet. Let’s take a look at the Dimachaeron and Marauder Destroyer datasheets.
The Dimachaeron is one impressive model to see on the tabletop and it’s stats are no different. It has 14 wounds and we’re not seeing a drop in stats until it’s down to its last 7 wounds. It’s starting the game with a 12″ Movement, WS 2+, BS 3+, Strength/Toughness 6, 14 Wounds, 6 Attacks, Leadership 10, a 3+ Save, and if it kills one or more enemy Infantry models it gets a 5+ Invulnerable Save for the remainder of the battle with the Digestion Spine ability. The Leaper-killer ability is going to help get the most out of your 12″ move. When this model moves you don’t count vertical travel against its total distance it may travel.
The Dimachaeron comes equipped with 2 melee weapons (sickle claws, grasping talons and thorax spine-max). The grasping talons and thorax spine-maw can be a devastating weapon for Infantry models. It has a Strength 7, AP -2, and does 1 Damage, with one ability. When targeting Infantry units, each wound roll of 6+ made with this weapon is resolved with Strength x2 and Damage D6. Why wouldn’t you target Infantry units? The sickle claws have a Strength 10, AP -2, and do D3 Damage. If you roll a 6 to hit for this weapon, resolve that hit with AP -4 and D6 Damage. This guy is going to hurt some feelings in melee combat.
The Marauder Destroyer is going to be a great addition to your Astra Militarum army. It’s pretty beefy with 20 wounds and a 3+ Save, not seeing its first dip in stats until 10 wounds. It’s starting the game with a 20″-45″ movement (we’re seeing the minimum movement in effect here), WS 6+, BS 4+, Strength/Toughness 7, 3 Attacks, Leadership 7, and a 3+ Save. The Marauder Destroyer comes equipped with three twin autocannon, a twin assault cannon, a twin heavy bolter, and a cluster of heavy bombs. The Hellstrike missile is an optional upgrade, will cost more points, but might be something to heavily consider. It’s Heavy 1, Strength 8, AP -2, does D6 Damage, and when you’re inflicting damage with this weapon you roll two dice and discard the lowest value.
The Heavy Bombs is going to be a fun ability. Once per battle, you can make a bombing run against a single enemy unit it moved over during the movement phase. After the Marauder has moved, pick an enemy unit that it flew over, then roll 3D6 for each vehicle or monster in the unit, or a single D6 for every other model in the unit, up to 12D6. For every roll of 4+, the unit suffers a mortal wound. The Airborne ability makes the Marauder a tough target to get your guns on. The Marauder cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Both of these units are looking like great additions for these two armies. Are you going to be fielding either of these models in your list? Let us know your thoughts in the comments below.
In case you haven’t already, make sure you head over and pre-order your Imperial Armor – Index: Xenos and Imperial Armor – Index: Astra Militarum.
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