

Here are the various options available to a Leman Russ. Many of the weapons have also received a significant improvement in the number of attacks, going away from the standard D6 shots that most weapons had from before.

Going from a 4+ to a 3+ on regular shoting immediately improves the tank’s offensive output by 33%. Now the tank can still fire at units that are outside of its Engagement Range while in combat, but at a -1 penalty. Second, the tank can no longer be shut down by being mobbed by a bunch of throwaway infantry. While the BS of a Leman Russ still hasn’t changed (4+ for everyone), Leman Russes lost Grinding Advance (shoot twice when moving under half) in exchange for Turret Weapon. As one might expect the viability of these weapons changes considerably from codex to codex, and the latest release of Codex: Astra Militarum is no different. If the traditional battle cannon doesn’t suit a player, they can consider a massive plasma gun or even a tank-scale sniper rifle. As befitting a key vehicle with years of lore and rules development, the Leman Russ has a considerable number of variants and options. The iconic metal box in this case being the Leman Russ Battle Tank, a well armed and armored treaded vehicle that every Regiment loves and more than a few practically consider Troops. The Astra Militarum are defined by two key elements hordes of unfortunate humans getting slaughtered and giant metal boxes with turrets on top making everyone around them prematurely deaf through superior firepower.

This week’s Hammer of Math dives into the realm of really big guns and the tanks that drive them, focusing on the main weapon options of the Astra Militarum Leman Russ Tank.
