Beruflich Dokumente
Kultur Dokumente
Spearhead
Credits
Introduction
“Drive me closer, I want to hit them with my sword!”
-Anon.
Steel Tracks is a supplement for Only War focused on the various armoured vehicles that the
Imperial Guard possess, from lumbering battle tanks to swift scouts and exotic super-
heavies.
The myriad of vehicles and their variant patterns available to the Imperial Guard could fill
volumes, and since the times of the Great Crusade, vehicles for almost every situation have
been discovered and rediscovered. From the nimble Tauros scout car to the mighty Crassus
Armoured Assault Transport, there is a vehicle for almost every job within the Imperial
Guard. The vehicles included in this book cover not only the most common or famous but the
dozens of types of vehicles and their variants that have brought glory to the Imperium for
thousands of years!
Armoured and Invalacian 104 Legion, this chapter introduces some of the best-known
th
regiments alongside supplemental Regiment Creation Rules to build these regiments and
countless others.
Further, this chapter contains rules for Armoured Spearhead formations, allowing players to
create diverse Squads that draw from two or more styles of Imperial Guard vehicles.
Lore page
Regiment:
Characteristic Modifiers:
Starting Aptitudes:
Starting Skills:
Starting Talents:
Fluency:
Special Rule 1:
Special Rule 2:
Wounds:
Standard Regimental Kit:
Favoured Weapons:
Regimental Officer:
Unique Gear:
History of Regiment
Lore page
Regiment:
Characteristic Modifiers:
Starting Aptitudes:
Starting Skills:
Starting Talents:
Fluency:
Special Rule 1:
Special Rule 2:
Wounds:
Standard Regimental Kit:
Favoured Weapons:
Regimental Officer:
Unique Gear:
History of regiment
Lore page
Regiment:
Characteristic Modifiers:
Starting Aptitudes:
Starting Skills:
Starting Talents:
Fluency:
Special Rule 1:
Special Rule 2:
Wounds:
Standard Regimental Kit:
Favoured Weapons:
Regimental Officer:
Unique Gear:
History of Regiment
Lore page
Regiment:
Characteristic Modifiers:
Starting Aptitudes:
Starting Skills:
Starting Talents:
Fluency:
Special Rule 1:
Special Rule 2:
Wounds:
Standard Regimental Kit:
Favoured Weapons:
Regimental Officer:
Unique Gear:
History of regiment
Regimental Drawbacks
Mixed Regiments
Chimera Chassis
Wyvern
Bombard
The Bombard is one of the heaviest, rarest and most ancient artillery pieces in common use
by the Imperial Guard, especially reserved for siege operations. While not having the same
range as an Earthshaker cannon, the mortar makes up for it sheer firepower, launching high
explosive concussion shells, which use their detonation shockwave to flatten buildings and
enemy infantry and tanks. It is also capable of firing fuel-air explosive munitions which seed
the air with fuel prior to impact, creating a devastating airburst. Despite this tremendous
weapon, the Colossus Bombard is also one of the more vulnerable vehicles in the Imperial
Guard. Its heavily modified chassis prevents the vehicle from moving too fast, and due to the
titanic recoil of each shell fired a lengthy set-up process is required in order to fire, which
include setting up the large recoil spade which digs into the ground, absorbing the forces
generated by firing the mortar. Besides some Colossus are equipped with a pintle-mounted
weapon, the vehicle has no other defensive weapon, making it a vulnerable target against
any enemy unit if not protected. The Bombard also has a slow rate of fire, requiring an
attached crane to load each shell into the weapon's breech as each one is too heavy for a
many to carry. For these reasons Colossus Bombard are normally not deployed on the front
lines, instead reserved for the destruction of static targets during a siege, remaining in place
as they reduce enemy walls and fortifications to rubble. When on the move a single driver
mans the Bombard while the rest of the crew follows behind in transport vehicles; indeed a
small army accompanies each Bombard battery, manning Trojans and Sentinel Powerlifters
to supply the ammunition, Atlases for emergency towing, and Salamander Scouts for forward
observation.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 24 kph Manoeuvrability: -20
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 22
Vehicle Traits: Enclosed, Ponderous, Reinforced Armour, Rugged, Tracked Vehicle,
Crew: 1 Driver
Carrying capacities: none
Weapons:
Colossus Siege mortar on a Fixed weapon mounting (2.500m; S/-/-; 4d10+25 X; Pen 4; Clip
1; Reload 4full; Blast [15+1d10], Concussive [6]; Indirect [5])
Options:
The Colossus can take one Pintle-mounted weapon between:
Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Firing the Colossus is a long and complex operation: the vehicle must be stationary to fire,
and before pull the trigger it must deploy its recoil spades which required a full action. After
the set up, it's impossible to manually load any shell without the help of the rear-mounted
crane, and somebody is required to use it. If for any reason the crane become unpowered,
the process of loading may be performed by a Sentinel Power-Lifter. If done, it requires a
Routine [+30] Operate test to load the shell. The Mortar Trigger is situated in the back of the
vehicle.
Baneblade Chassis
The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st
Millennium. Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and
pathetic in comparison, and the morale boost from seeing one of these metal leviathans can
never be underestimated. Baneblades are bristling with weapons and can engage more
targets by themselves than most vehicle squadrons. Their armour is nigh on impenetrable to
small arms fire and they can shrug off hits that would core even a Leman Russ Demolisher
Baneblade
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Banehammer
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Banesword
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Doomhammer
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Hellhammer
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Shadowsword
Sister tank to the Baneblade, the Shadowsword's formidable frame is home to the mighty
volcano cannon, a Titan-killing weapon capable of punching through massed void shields
and sheering titan-sized limbs off in a single blast.
As one of the largest non-starship-based weapons in the Imperial arsenal, the Volcano
Cannon is a sight to behold on the battlefield. Each lance of white-blue energy that leaps
from the barrel blinds any foolish enough to look directly upon it, and seconds later whatever
the Shadowsword targeted is often reduced to a massive smoking crater.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 4 Gunners (Volcano Cannon/Hull mounted Heavy
Bolter/both sponsons), comms-operator and enginseer.
Carrying capacities: none
Weapons
Fixed Volcano Cannon Cannon (3000m; S/6/–; 3d10+8 I; Pen 6; Clip 120; Reload 2 Full;
Reliable. Twin-Linked)
Fixed twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing,
Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Shadowsword may take one Pintle-mounted weapon mounted atop the vehicle (choose
one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Shadowswords have weapon mountings across their entire hull. To further clarify the
weapons listed above, each of the Turret-mounted lascannons are located on top of the
Sponson-mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter
is mounted far forward on the Shadowsword’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Shadowsword’s lascannons
mean they can be fired at the same time and at different targets, as the vehicle’s sponson
mounted twin-linked heavy bolters by the same gunner as a Full Action.
Shadowswords are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Shadowsword may be given the Improved Command and Control Vehicle Trait
in place of its standard Command and Control Vehicle Trait. Additionally, the Shadowsword
may be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a
Shadowsword’s crew, its own Damage Control systems are enhanced. In these instances,
the vehicle’s Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all
Tests to put out fires gain a +20 bonus.
Stormblade
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Stormlord
A rare super-heavy tank, the Stormlord is notable for its unique weapons configuration as
well as its transport ability. Though only bold or extremely unwise commanders are willing to
risk a legendary super-heavy tank in a frontal charge, there are few more reliable ways to
deliver an entire medium-size platoon to its destination. Safe behind the tank’s thick armour,
passengers can also access a firing platform from which they can man the two mounted
heavy stubbers or fire their own weapons, providing a formidable defence from any enemy
infantry attempting to assault the Stormlord. Meanwhile, the Stormlord’s Vulcan mega-bolter
lays down a withering hail of fire, mowing down even the most heavily armoured infantry with
contemptuous ease and shredding light vehicles in the barrage of extra-large calibre mass-
reactive shells.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Raised Superstructure), 1 Driver, 5 Gunners (Vulkan Mega Bolter/Hull
Heavy Bolter/both sponsons), comms-operator and enginseer.
Carrying capacities: 40
Weapons
Hull-mounted Vulcan mega-bolter (Front facing; 500m; –/–/20; 3d10+5 X; Pen 6; Clip 3,000;
Storm, Tearing)
Hull-mounted twin-linked heavy bolters (Front facing; 150m; –/–/6; 1d10+8 X; Pen 5; Clip
200; Reload Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Flamers (Left Facing/Right Facing; S/–/–; 1d10+5 E;
Pen 4; Clip 80; Reload 2 Full; Flame, Spray, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Stormlord may take one Pintle-mounted weapon mounted atop the turret (choose one of
the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Stormlords are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Stormlord may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Stormlord may be
given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Stormlord’s crew,
its own Damage Control systems are enhanced. In these instances, the vehicle’s Reinforced
Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out fires gain a
+20 bonus.
More Power!: By diverting power from its advanced engines, the Stormlord can overtax its
Vulcan mega-bolter, temporarily increasing its rate of fire. During a Turn which the Stormlord
does not move, the driver may expend a Full Action to redirect power, requiring an Ordinary
(+10) Tech-Use Test. If he succeeds, for one Round the Vulcan mega-bolter inflicts an
additional two hits for every Degree of Success (so, including its Storm Quality every Degree
of Success inflicts a total of four hits.
Fighting Platform: The fighting platform located directly above the Stormlord’s troop bay is
directly accessible by passengers, with room for up to twenty individuals to effectively fire
without obstruction. Soldiers on the fighting platform benefit from 30 AP of cover on the Body
and Leg locations. Two passengers on the fighting platform can operate the heavy stubbers.
Stormsword
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Stormhammer
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of
death and destruction. An autocannon is slaved to the main cannon in a co-axial mount,
mainly used to guide the larger gun’s shots. However, unlike some super-heavy vehicles, the
Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher
cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy
bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two
strategically placed lascannon turrets give the Baneblade protection against flanking
vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades
are always in high demand and most Imperial Guard armies will be lucky to have one in their
service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing
battle, or make the break in a vital siege—there is almost nothing that can stand in a
Baneblade’s way.
Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120
Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced
Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/demolisher cannon/both
sponsons), 2 Loaders (Turret/demolisher cannon), comms-operator and enginseer.
Carrying capacities: none
Weapons
Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast
[12], Concussive [3], Reliable) with Co-Axial mounted M34 Auto-cannon (300m; S/3/–;
3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)
Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing, Twin-Linked)
2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m;–/–/6;
1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full,
Proven [3])
Options
The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one
of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Special Rules
Baneblades have weapon mountings across their entire hull. To further clarify the weapons
listed above, each of the Turret-mounted lascannons are located on top of the Sponson-
mounted twin-linked heavy bolters, and the Turret mounted twin-linked heavy bolter is
mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and
limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret).
Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean
they can be fired at the same time and at different targets, as the vehicle’s sponson mounted
twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control
fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s
discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in
place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may
be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s
crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s
Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out
fires gain a +20 bonus.
Malcador Chassis
The Malcador is an ancient design still in use by the Imperium, even in dwindling numbers.
Thought to be older than the venerable Leman Russ, the Malcador is intended to fulfill the
same role despite its larger size. The tank is commonly thought to be named after Malcador
the Sigillite, known to have been a close adviser to the Emperor and for creating the
Administratum. Just like its namesake the Malcador's origins are obscure, and its usage
across the Imperium is infrequent and rare, with some regions having never seen or heard of
the tank.
Its origins are completely covert in mystery, still two hypothesis remains: the Malcador could
be introduced just after the Horus Heresy, when the Imperium was desperate for new war
machines. The Malcador may have been put into mass-production in an attempt to fill the
void left by the apocalyptic fighting, but eventually the design became obsolete and was then
replaced by the far more reliable Leman Russ. Other fonts state that the Malcador was
instead an ancient design dating before the Horus Heresy, to the period of the Afe of Strife
and during the early days of the Great Crusade. These accounts state that there were
thousands of these tanks operating in the Expeditionary Fleets led by the Primarchs, and the
Malcador was indeed the most common used tanks by the early Imperial Army. Whatever the
truth, The Malcador is now an old and obsolete tank. Few regiment continue to produce the
vehicle itself or replacement parts, and even fewer use it in true combat circumstances. Still,
these tanks are held in strategic reserves or relegated to second line forces such as PDFs,
providing these forces a good way to resist an enemy attack and “hold the line” till
reinforcements can be deployed.
Malcador …
Malcador Annihilator …
Malcador Defender …
Malcador Infernus …
Minotaur …
Valdor …
Dracosan …
Malcador Annihilator
This variant replaces the tank's usual limited-traverse battle cannon with a twin-linked
lascannon, and its forward hull mount with a demolisher cannon. Thought to have been a
field modifcation carried out on battle-damaged or incomplete hulls, and originally an attempt
to 'up-gun' the tank and extend its battlefield use, the Malcador Annihilator's detractors
maintain that the tank falls somewhere between two roles, and accomplishes neither with
particular ability. The tank is simply too slow and too large to be a dedicated 'tank hunter',
while the Annihilator isn't actually large enough or formidably enough armed (a problem
made worse by its limited supply of shells for its Demolisher cannon) to be matched against
a true super-heavy such as a Baneblade in open battle. Against other conventional armour
however, particularly when supported as part of a wider attacking force, the Malcador
Annihilator can still prove its worth in the hands of a skilled crew.
Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 22 kph Manoeuvrability: -30
Structural Integrity: 68
Size: Immense
Armour: Front 42, Side 33, Rear 21
Vehicle Traits: Enclosed, Inadequate System (Engine)† , Ponderous, Reinforced Armour,
Tracked Vehicle
Crew: 1 Commander (Turret), 1 main Gunner (Turret), 1 Loader (Hull), 1 Driver, 1 comms
Operator (Hull Weapon), 2 sponson Gunners (Sponsons)
Carrying Capacities: none
Weapons:
Hull mounted twin-linked Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 60; Reload 3 full;
Proven [3], Twin-Linked)
Hull-mounted Demolisher Cannon (Front facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2;
Reload Full; Blast [10], Concussive [3])
Two Sponson Mounted Weapons (choose one of the following):
2 Autocannons (Left Facing/Right Facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload
2full; Reliable)
2 Heavy Bolters (Left Facing/Right Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload
Full; Tearing)
2 Heavy Flamers (Left Facing/Right Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload
2full; Flame, Spray)
2 Heavy Stubbers ( Left Facing/Right Facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload
2full)
2 Lascannons (Left Facing/Right Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload
2full; Proven [3])
Options:
The Malcador may take one Pintle-mounted Heavy Stubber (Front Facing; 100m, -/-/8;
1d10+4 I, Pen 3; Clip 80, reload 2full) with limited Front arc.
Special Rules:
Inadequate System (Engine)†: Owing to the underpowered engine of the Malcador, the
system suffers extreme strain when forced to perform rapid movement and is easily
damaged by combat, but due to it's simplicity is easier to repair.
If the vehicle performs the Evasive Manoeuvring, Floor it! Or Jink Actions the Operator rolls a
D100. If the result is 95+ then the driver has pushed the vehicle too hard and it suffers a
Motive Systems Crippled Damage Condition. If the Vehicle has already suffered this
Condition, it suffers a Motive Systems Destroyed Damage Condition on a roll of 85+.
Repairing the Motive System of this vehicle takes half the time it would normally take before
modifiers.
Malcador Defender
This is perhaps the most usual and arguably the most effective of the Malcador sub-types,
and despite being a variant on the basic chassis is more common than the standard heavy
tank on which it is based. As with the Annihilator, the hull weapon is replaced with a
Demolisher cannon, however the upper turret embrasure is heavily modified to mount five
separate heavy bolters angled to give the tank all-round fire coverage. This is essence shifts
its role to that of a mobile fortress, referred to as a breakthrough tank in some doctrines; ably
suited to close-quarters fighting, trench warfare and urban engagements.
In this role its Demolisher cannon can be brought to into play against fortified positions and
enemy strongpoints, while its multiple heavy bolters can sweep areas for concealed infantry
and defend the tank from close assault. Although the tank is extremely cramped (fitting a
large crew of eight into its tightly packed and sweltering hull) and as prone to engine
difficulties as other Malcador variants, its role means that it seldom operates far from support
or resupply, while its considerable firepower and heavy protection make it a powerful asset to
both attack and defence.
Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 22 kph Manoeuvrability: -30
Structural Integrity: 68
Size: Immense
Armour: Front 42, Side 33, Rear 21
Vehicle Traits: Enclosed, Inadequate System (Engine)† , Ponderous, Reinforced Armour,
Tracked Vehicle
Crew: 1 Commander (Turret), 1 main Gunner (Turret), 1 Loaders (Turret), 1 Driver, 1 comms
Operator (Hull Weapon), 2 sponson Gunners (Sponsons)
Carrying Capacities: none
Weapons:
Five hull-mounted Heavy Bolters (150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full;
Tearing)
Hull-mounted Demolisher cannon (50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast
[10], Concussive [3])
Two Sponson Mounted Weapons (choose one of the following):
2 Autocannons (Left Facing/Right Facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload
2full; Reliable)
2 Heavy Bolters (Left Facing/Right Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload
Full; Tearing)
2 Heavy Flamers (Left Facing/Right Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload
2full; Flame, Spray)
2 Heavy Stubbers ( Left Facing/Right Facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload
2full)
2 Lascannons (Left Facing/Right Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload
2full; Proven [3])
Options:
The Malcador may take one Pintle-mounted Heavy Stubber (Front Facing; 100m, -/-/8;
1d10+4 I, Pen 3; Clip 80, reload 2full) with limited Front arc.
Special Rules:
Inadequate System (Engine)†: Owing to the underpowered engine of the Malcador, the
system suffers extreme strain when forced to perform rapid movement and is easily
damaged by combat, but due to it's simplicity is easier to repair.
If the vehicle performs the Evasive Manoeuvring, Floor it! Or Jink Actions the Operator rolls a
D100. If the result is 95+ then the driver has pushed the vehicle too hard and it suffers a
Motive Systems Crippled Damage Condition. If the Vehicle has already suffered this
Condition, it suffers a Motive Systems Destroyed Damage Condition on a roll of 85+.
Repairing the Motive System of this vehicle takes half the time it would normally take before
modifiers.
Defender Heavy Bolters: The fice heavy bolters in the upper hull each point in a sifferent
direction, allowing for a 360 degree fire arc from the vehicle. One Heavy bolter points directly
behind the vehicle, one each points left and right and two point forwards.
Malcador Infernus
A huge flame thrower tank, now largely replaced by the faster and more reliable Hellhound in
most Regiments, the few Malcador Infernus that remain are firmly relegated to second
lineduties. In effect it is simply a huge flamer on tracks, with a large fuel trailer towed behind
it. Within the trailer the promethium fuel is stored as separate chemicals. These are then
mixed together in a \chamber just behind the barrel to create a chemical 'jelly' that jets out
and sticks to any surface, burning fiercely. The massive gout of flames launched from its
Inferno gun is also effective at clearing minefields, the sudden heat detonating mine fuses
and making large areas safe much quicker than alternate methods.
Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 22 kph Manoeuvrability: -30
Structural Integrity: 68
Size: Immense
Armour: Front 42, Side 33, Rear 21
Vehicle Traits: Enclosed, Inadequate System (Engine)† , Ponderous, Reinforced Armour,
Tracked Vehicle, Extremely Volatile, Fuel Reserve Trailer
Crew: 1 Commander (Turret), 1 main Gunner (Turret), 1 Loaders (Turret), 1 Driver, 1 comms
Operator (Hull Weapon), 2 sponson Gunners (Sponsons)
Carrying Capacities: none
Weapons:
Hull mounted fixed Inferno gun (Facing Front/Left/Right, Range 50m, S/–/–, 2d10+15 E, Pen
8, Clip 150, Reload —, Flame, Reliable, Titanic Flame Weapon)
Two Sponson Mounted Weapons (choose one of the following):
2 Autocannons (Left Facing/Right Facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload
2full; Reliable)
2 Heavy Bolters (Left Facing/Right Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload
Full; Tearing)
2 Heavy Flamers (Left Facing/Right Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload
2full; Flame, Spray)
2 Heavy Stubbers ( Left Facing/Right Facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload
2full)
2 Lascannons (Left Facing/Right Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload
2full; Proven [3])
Options:
The Malcador may take one Pintle-mounted Heavy Stubber (Front Facing; 100m, -/-/8;
1d10+4 I, Pen 3; Clip 80, reload 2full) with limited Front arc.
Special Rules:
Inadequate System (Engine)†: Owing to the underpowered engine of the Malcador, the
system suffers extreme strain when forced to perform rapid movement and is easily
damaged by combat, but due to it's simplicity is easier to repair.
If the vehicle performs the Evasive Manoeuvring, Floor it! Or Jink Actions the Operator rolls a
D100. If the result is 95+ then the driver has pushed the vehicle too hard and it suffers a
Motive Systems Crippled Damage Condition. If the Vehicle has already suffered this
Condition, it suffers a Motive Systems Destroyed Damage Condition on a roll of 85+.
Repairing the Motive System of this vehicle takes half the time it would normally take before
modifiers.
Fuel Reserve Trailer: The vast quantity of promethium fuel carried by a Malcador Infernus gives it
a considerable amount of staying power in prolonged engagements. The inferno gun carried by the
Malcador Infernus doubles its Clip Size to 150 rather than 75 (this has been included in the profile
above). Additionally, once the Malcador Infernus has used all the ammunition for its inferno cannon, it
loses the Extremely Volatile Vehicle Trait until the fuel has been reloaded.
Titanic Flame Weapon: When firing the Inferno Gun the Malcador Infernus may pick any point with
the weapon’s range as the point of origin for the spray. The spray extends for 40 metres past that point,
following normal Flame rules.
Minotaur
A rare and all but unknown design on the battlefields of the 41 Millennium, nevertheless the
st
Minotaur series of self-propelled guns have a particularly ancient providence and their power
remains undeniable. Intended for forward deployment to provide heavy fire support in the
heart of battle, the Minotaur is a heavily armoured and highly durable weapons platform,
designed to lay down crushing barrages of ordinance from advanced positions whilst under
threat from enemy fire, before redeploying under its own power. The Minotaur remains a
powerful weapon, far greater both in terms of firepower and durability than the ubiquitous
Basilisk that may well have superseded it in Imperial service.
Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 22 kph Manoeuvrability: -30
Structural Integrity: 68
Size: Immense
Armour: Front 21, Side 33, Rear 42
Vehicle Traits: Enclosed, Inadequate System (Engine)† , Ponderous, Reinforced Armour,
Tracked Vehicle
Crew: 1 Commander, 1 main Gunner, 2 Loaders, 1 Driver, 1 comms Operator
Carrying Capacities: none
Weapons:
Fixed mount double Earthshaker
Single barrel (3,500m; S/-/–; 4d10+10 X; Pen 8; Clip 1; Reload Full; Blast [20], Concussive
[3], Indirect [5])
Double Barrel (3,500m; S/–/–; 3d10+20 X; Pen 8; Clip 1; Reload 2Full; Blast [20],
Concussive [5], Indirect [5])
Special Rules:
Inadequate System (Engine)†: Owing to the underpowered engine of the Malcador, the
system suffers extreme strain when forced to perform rapid movement and is easily
damaged by combat, but due to it's simplicity is easier to repair.
If the vehicle performs the Evasive Manoeuvring, Floor it! Or Jink Actions the Operator rolls a
D100. If the result is 95+ then the driver has pushed the vehicle too hard and it suffers a
Motive Systems Crippled Damage Condition. If the Vehicle has already suffered this
Condition, it suffers a Motive Systems Destroyed Damage Condition on a roll of 85+.
Repairing the Motive System of this vehicle takes half the time it would normally take before
modifiers.
Fire One! Fire Two!: Due to the unique nature of the Minotaur's main weapon, many crews
are able to unleash a rapid barrage of artillery shells by reloading one barrel while the other
fires. Minotaur crews can choose to use the Single Barrel or Double Barrel profile for the
Double Earthshaker weapon, however the Double Barrel profile can only be used if both
barrels have been loaded.