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Only War

Spearhead

The Tankers Handbook

Credits

Writing and Development


Angus “Cpt_Reaper0232” Tyrrell
Based on the works of CabsianMaster and Jargal of the Fantasy Flight forums.
Contents

 Introduction

o
o What's in this Book?
o

 Chapter 1: Armoured Might of the Imperial Guard

o
o Existing Vehicles
o
o New Imperial Guard Regiments
o

 Arcadian 66 th
Armoured Regiment

 Deneb 5 th
Armoured Regiment

 Phyressian 81 st
Armoured Regiment

 Invalacian 104 th
Legion

o
o New Regimental Options
o

 New Training and Doctrines

 Regimental Drawbacks

o
o Mixed Regiments
o

 Chapter 2: Expanded Vehicles List

o
o Chimera Chassis
o

 Atlas Recovery Vehicle

 Chimera Armoured Personnel Carrier

 Basilisk

 Deathstrike Missile Launcher

 Medusa Siege Tank

 Trojan Support Vehicle

 Salamander Command Vehicle

 Salamander Recon Vehicle

 Samaritan Medical Vehicle

 Wyvern

o
o Leman Russ Chassis
o

 Leman Russ Annihilator

 Leman Russ Conqueror

 Leman Russ Demolisher

 Leman Russ Eradicator

 Leman Russ Punisher

 Bombard

 Destroyer Tank Hunter

 Thunderer Siege Tank

o
o Baneblade Chassis
o

 Baneblade

 Banehammer

 Banesword

 Doomhammer

 Hellhammer

 Stormblade

 Stormlord

 Stormsword

 Stormhammer

o
o Macharius Chassis
o

 Macharius

 Macharius Vanquisher

 Macharius Vulcan

 Macharius Omega

 Gorgon Assault Transport

 Crassus Armoured Transport

 Praetor Assault Launcher

 Dominus

o
o Malcador Chassis
o

 Malcador

 Malcador Annihilator

 Malcador Defender

 Malcador Infernus

 Minotaur

 Valdor Tank Hunter

 Dracosan

o
o Artillery
o

 Earthshaker Platform

 Heavy Mortar

 Heavy Quad Launcher

 Hydra Platform

 Manticore Platform

 Medusa Siege Gun

 Rapier

o
o Sentinel Chassis
o

 Armageddon Pattern

 Cadian Pattern

 Catachan Pattern

 Elysian Pattern

 Mars Pattern

 Power-Lifter

 Support [rocket/Missile]

 Tallarn Pattern

o
o SPECIAL
o

 Capitol Imperialis

 Leviathan

 Tauros

 Tauros Venator

 Taurox

o

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!

What's in this book?


This volume contains a plethora of vehicle new options for Player Characters, including new
Regiments of Legend and regimental options, classes, wargear and traits.

Chapter 1: Armoured Might of the Imperial Guard


Many vehicles available to the regiments of Guard have already been explored in current
publications. This section details where they are. Additionally, adding both famous regiments
from the Warhammer 40,000 universe and new options to support the creation of original
regiments. From the Arcadian 66 Armoured and Deneb 5 Armoured to the Phyressian 81
th th st

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.

Chapter 2: Expanded Vehicles List


This section provides a vastly expanded list of fighting vehicles and their variants.

Chapter 3: Rules of War


The third chapter introduces new options for all characters, including a wide array of new
Talents to suit all Specialities and expanded Comrade Orders that allow Player Characters
and their Comrades to use new tricks and tactics on the field of battle. It also contains an
Extended Armoury with weapons and wargear to equip regiments both new and old and
rules for Variant Pattern Creation that aid with the creation of new versions of existing
weapons and equipment. Finally, this chapter contains the rules for Mounted Combat to
accompany the inclusion of cavalry regiments (such as the Attilans and the Death Riders of
Krieg), allowing players to fight from the backs of mighty steeds chosen from a list of profiles
or invented with the Mount Creation system.

Chapter 1: Armoured Might of the Imperial Guard


Existing Vehicle Profiles
Leman Russ Battle Tank [pg. 215 Only War Core]
Leman Russ Demolisher [pg. 216 Only War Core]
Leman Russ Vanquisher [pg. 216 Only War Core]
Chimera Transport [pg. 217 Only War Core]
Basilisk [pg. 218 Only War Core]
Hellhound [pg. 218 Only War Core]
Sentinel [pg. 219 Only War Core]
Baneblade [pg. 219 Only War Core]
Devil Dog [pg. 134 No Surrender]
Sentinel Powerlifter [pg. 134 No surrender]
Storm Lord [pg. 135 No surrender]
Leman Russ Exterminator [pg. 135 Shield Of Humanity]
Leman Russ Executioner [pg. 135 Shield Of Humanity]
Hydra Flak Tank [pg. 136 Shield Of Humanity]
Manticore [pg. 137 Shield Of Humanity]
Griffon [pg. 137 Shield Of Humanity]
Hades Breaching Drill [pg. 138 Shield Of Humanity]
Bane Wolf Chem Tank [pg. 138 Shield Of Humanity]
Salamander Recon Vehicle [pg. 139 Shield Of Humanity]
Salamander Command [pg. 140 Shield Of Humanity]
Tauros [pg. 140 Shield Of Humanity]
Tauros Venator [pg. 141 Shield Of Humanity]
Atlas [pg. 141 Shield Of Humanity]
Centaur Carrier [pg. 142 Shield Of Humanity]
Cyclops [pg. 142 Shield Of Humanity]
Sabre Gun Platform [pg. 143 Shield Of Humanity]
Tarantula Sentry Gun [pg. 143 Shield Of Humanity]
ShadowSword [pg. 144 Shield Of Humanity]

New Imperial Guard Regiments


The following regiments are presented here to add extra depth and more options to Players
and Game Masters of Only War. Each entry outlines the important history of the regiment
and its founding, if such information is known, along with standard equipment and training
and a brief discussion of the regiment’s current mission in the Spinward Front. These
regiments were created using the Regiment Creation Rules found on page 16–35 of the Only
War Core Rulebook along with new regimental options that can be found starting on page 36
of this volume.

Arcadian 66 Armoured Regiment


th

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

Deneb 5 Armoured Regiment


th

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

Phyressian 81 Armoured Regiment


st

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

Invalacian 104 Legion th

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

New Regimental Options


New Training and Doctrines

Regimental Drawbacks

Mixed Regiments

Chapter 2: Expanded Vehicles List

Chimera Chassis

CHIMERA ARMOURED TRANSPORT


More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and
light tank, and its dependable frame and universal design forms the backbone of the Imperial
Guard’s armoured might. The Chimera is designed to transport a full squad of Guardsmen
into the thick of the fighting, whilst still providing support in the form of heavy firepower. The
Chimera’s heavily armoured front makes it ideal for head-on assaults where lines of
Chimeras can form an exceptionally effective spearhead, backed up by the infantry within
them. The Chimera’s success is also down to its versatility. More vehicles are based upon
the Chimera design than any other, from command tanks like the Salamander to self-
propelled artillery like the Medusa. Even the basic Chimera itself has many variants, and its
modular turret and hull mounts can be adapted to a number of different weapon
configurations to ensure a level of tactical flexibility not normally achievable with other Guard
vehicles. The Chimera’s adaptability is such that many other organisations, such as the
Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of the most
ubiquitous designs in the galaxy.
Type: Tracked Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 22, Rear 16
Vehicle Traits: Amphibious, Enclosed, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 12 Imperial Guardsmen plus wargear
Weapons
Turret-mounted weapon (choose one of the following):
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Bolter (150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame,
Spray)
Options
The Chimera 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)

Medusa Siege Tank

Trojan Support Vehicle

Hydra Flak Tank


More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and
light tank, and its dependable frame and universal design forms the backbone of the Imperial
Guard’s armoured might. The Chimera is designed to transport a full squad of Guardsmen
into the thick of the fighting, whilst still providing support in the form of heavy firepower. The
Chimera’s heavily armoured front makes it ideal for head-on assaults where lines of
Chimeras can form an exceptionally effective spearhead, backed up by the infantry within
them. The Chimera’s success is also down to its versatility. More vehicles are based upon
the Chimera design than any other, from command tanks like the Salamander to self-
propelled artillery like the Medusa. Even the basic Chimera itself has many variants, and its
modular turret and hull mounts can be adapted to a number of different weapon
configurations to ensure a level of tactical flexibility not normally achievable with other Guard
vehicles. The Chimera’s adaptability is such that many other organisations, such as the
Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of the most
ubiquitous designs in the galaxy.
Type: Tracked Vehicle Tactical Speed: 15 m
Cruising Speed: 50 kph Manoeuvrability: +0
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16
Vehicle Traits: Anti-air (advanced), Enclosed, Tracked Vehcile
Crew: 1 Commander (Turret), 1 Driver,1 comms-operator (hull weapon), 1 Gunner (turret), 1
loader (turret)
Carrying Capacity: none
Weapons
2 Turret-mounted Hydra Autocannons (1500m, S/-/6, 3D10+8 I, Clip 200, Reload 4 Full;
Reliable, Tearing, Twin-linked)
Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame,
Spray)
Options
The Chimera may take one Pintle-mounted weapon mounted atop the front of 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

Deathstrike Missile Launcher


Samaritan Medical Vehicle

Wyvern

Leman Russ Chassis


The Leman Russ is the workhouse of the Imperial Guard's armoured companies. Deployed
to virtually every warzone across the galaxy for thousand of years, there is no other type of
tank that sees more combat than a Leman Russ. A robust and rugged design, the Leman
Russ actually benefits from its unsophisticated construction techniques that allow it to
traverse all sorts of terrain types and ensure that it can operate in almost every local
conditions. Its heavy armour, mostly concentrated towards the front, provides a level of
protection that outweights all but the greatest tanks of the Adeptus Astartes, and its weapon
configuration allows it to take on a varied range of targets. There are many variants of the
traditional Mars Pattern Leman Russ. Most of the other designs replace the main turret with a
different weapon, but sometimes the hull and sponson weapons are altered as well, and also
exist tanks who use a standard Leman Russ chassis.
Leman Russ Annihilator …
Leman Russ Battle Tank ...
Leman Russ Conqueror …
Leman Russ Demolisher ...
Leman Russ Eradicator …
Leman Russ Punisher …
Bombard …
Destroyer …
Thunderer …

Leman Russ Annihilator


The Leman Russ Annihilator is an uncommon variant of the Leman Russ Battle Tanks used
by the Imperial Guard. Taking its name from the Space Marine Predator Annihilator, this
dedicated Tank Hunter has been a mainstay of the Death Korps of Krieg and Terkarn
Armoured regiments and is seeing increasing use by other regiments throughout the galaxy.
Like its namesake the Annihilator has had its primary weapon, the Battle Cannon, replaced
with twin-linked Lascannons; space which had been giving over to the Battle Cannon's
ammunition is instead used to store extra power cells. While it is an able tank-hunter, used
by most regiments as a defensive weapon, it is not as highly regarded as the Leman Russ
Vanquisher. Where it does excel is the straightforward nature of its twin lascannons, easier
to replace and maintain than the Vanquisher's main cannon, which make it highly favourable
in warzones with high attrition rates and resupply problems.
Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull
Weapon), 2 additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons:
Turret-mounted Twin-Linked Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 60; Reload
3full; Proven [3], Twin-Linked)
Hull-mounted weapon (choose one of the following):
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame,
Spray)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [3])
Options:
The Annihilator may take two sponson-monted weapons (choose one of the following):
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 Multi-meltas (Left Facing/Right Facing; 60m; S/-/-; 2D10+16 E; Pen 12; Clip 24, Reload
Full; Blast(1), Melta)
2 Plasma Cannons (Left Facing/Right Facing; 120m; S/-/-; 2d10+10 E; Pen 8; Clip 32;
Reload 5full; Blast(1), Maximal, Overheat)
The Annihilator 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)

Leman Russ Battle Tank


The Leman Russ is the workhouse of the Imperial Guard's armoured companies. Deployed
to virtually every warzone across the galaxy for thousand of years, there is no other type of
tank that sees more combat than a Leman Russ. A robust and rugged design, the Leman
Russ actually benefits from its unsophisticated construction techniques that allow it to
traverse all sorts of terrain types and ensure that it can operate in almost every local
conditions. Its heavy armour, mostly concentrated towards the front, provides a level of
protection that outweights all but the greatest tanks of the Adeptus Astartes, and its weapon
configuration allows it to take on a varied range of targets. There are many variants of the
traditional Mars Pattern Leman Russ. Most of the other designs replace the main turret with a
different weapon, but sometimes the hull and sponson weapons are altered as well, and also
exist tanks who use a standard Leman Russ chassis.
Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull
Weapon), 2 additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons
Turret-mounted Battle Cannon (750m; S/–/–; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast
[10], Concussive [3], Reliable)
Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven
[3])
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame,
Spray)
Options
The Leman Russ may take two Sponson-mounted weapons (choose one of the following):
• 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing)
• 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload
2 Full; Flame, Spray)
• 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32;
Reload 5 Full; Blast [1], Maximal, Overheat)
The Leman Russ 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)

Leman Russ Conqueror


The Conqueror is a less common variant of the Leman Russ Battle Tank . It is armed with a
Conqueror cannon , a shorter and lighter version of the standard Battle Cannon . This
reduces the power and range of the weapon but allows it to move faster and fire more
accurately, making it a very versatile variant.
The Conqueror was first created on Gryphonne IV when its plans were rediscovered
sometime in the 38th millennium . Originally, battlefield commanders voiced concerns that
the smaller cannon would reduce the available firepower and result in poor battlefield
performance. During field testing however it was shown that the reduced recoil of the gun
made up for its reduced power with improved accuracy while firing on the move. The smaller
shell size also allowed loaders to fire faster and carry more ammunition than the standard
Leman Russ Battle Tank.
Type: Tracked Vehicle Tactical Speed: 14 m
Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull
Weapon), 2 additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons:
Turret-mounted Conqueror Battle Cannon (500m; S/-/- 3d10+7 X; Pen 8; Clip 20; Reload
2full; Blast(5), concussive (2), Reliable) with coaxial mounted Storm Bolter (90m; S/2/4;
1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)
Hull-mounted weapon (choose one of the following):
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame,
Spray)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [3])
Options:
The Conqueror may take two sponson-monted weapons (choose one of the following):
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 Multi-meltas (Left Facing/Right Facing; 60m; S/-/-; 2D10+16 E; Pen 12; Clip 24, Reload
Full; Blast(1), Melta)
2 Plasma Cannons (Left Facing/Right Facing; 120m; S/-/-; 2d10+10 E; Pen 8; Clip 32;
Reload 5full; Blast(1), Maximal, Overheat)
The Eradicor 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:
The Conqueror originated form the Forge World Gryphonne IV, and vehicles hailing directly
form this world tend to have several features not found on other Leman Russ tanks.
Conqueror count as having Armour 42 on any hit that strikes the turret. The light weight
cannon mounted on this tank also allows the Conqueror to ignore the usual penalties for
firing whilst moving.

Leman Russ Demolisher


The Demolisher gets its name from the enormous siege cannon that sits within its turret. This
demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured
infantry, and obliterate vehicles in a single hit. However, the main cannon is not the only
thing that makes the Demolisher so dangerous and so popular amongst the infantry of the
Imperial Guard.
Based on the venerable chassis and construction techniques of the Leman Russ, the
Demolisher strains its engine by adding even more armour to its rear quarters and thickening
the armour in all other locations. This makes it one of the slower vehicles in the Imperial
Guard arsenal, almost as slow as some of the colossal super-heavy tanks, but also one of
the most resilient. Demolishers can form bulwarks in defensive actions, and a line of these
tanks can hold off a determined attacker for hours, if not days, when properly supplied with
ammunition. On the offensive, the Demolisher acts as a siege tank, spearheading attacks
against the most hardened points of enemy resistance. Often equipped with hull lascannons
and exceptionally dangerous sponson weaponry such as plasma cannons and multi-meltas,
these siege tanks can blast holes in enemy formations, allowing for faster elements to move
in and claim their objectives. The Demolisher is a vital and powerful element of any
Armoured Company.

Type: Tracked Vehicle Tactical Speed: 10 m


Cruising Speed: 28 kph Manoeuvrability: -15
Structural Integrity: 60
Size: Massive
Armour: Front 40, Side 35, Rear 22
Vehicle Traits: Enclosed, Reinforced Armour, Ponderous, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull
Weapon), 2 additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons
Turret-mounted Demolisher Cannon (50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full;
Blast [10], Concussive [3])
Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven
[3])
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame,
Spray)
Options
The Leman Russ may take two Sponson-mounted weapons (choose one of the following):
• 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload
Full; Tearing)
• 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload
2 Full; Flame, Spray)
• 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32;
Reload 5 Full; Blast [1], Maximal, Overheat)
The Leman Russ Demolisher 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)

Leman Russ Eradicator


The Eradicator is a variant of the the Leman Russ chassis which replaces the standard battle
cannon with a Nova cannon. This weapon fires heavy, high-calibre shells which are easily
capable of blasting apart barricades and any infantry or vehicles hiding behind them. While
lacking the range of the Vanquisher's or Exterminator's main weapon, the Nova cannon can
target the enemy from greater distances than the Punisher Gatling Cannon and is capable of
engaging more heavily-armoured targets. However the shells fired by the Nova cannon have
particularly unstable reactor cores, which can result in premature explosion during the
loading process. Indeed most Imperial Guard commanders expect a small percentage of
their own forces to be destroyed in this manner, though the rate of attrition is within
acceptable limits given the amount of damage these tanks can do to the enemy. The
Eradicator is most effective supporting infantry forces fighting in areas such as cities and
jungles, and it is easily replicated on dozens of Forge Worlds. For an urban combat tank
however the Eradicator does not feature the additional rear armour found on similar vehicles,
leaving it vulnerable to attacks from behind.
Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 35 kph Manoeuvrability: -15
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Extremely Volatile, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull
Weapon), 2 additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons:
Turret-mounted Nova Cannon (80m; S/-/-; 5d10+14 X; Pen 4; Clip 5; Reload 4full; Blast(12),
Concussive (5), Flame, Overheat, Proven [3], Unreliable, Unstable Ammunition(4) † )
Hull-mounted weapon (choose one of the following):
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame,
Spray)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [3])
Options
The Eradicator may take two sponson-monted weapons (choose one of the following):
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 Multi-meltas (Left Facing/Right Facing; 60m; S/-/-; 2D10+16 E; Pen 12; Clip 24, Reload
Full; Blast(1), Melta)
2 Plasma Cannons (Left Facing/Right Facing; 120m; S/-/-; 2d10+10 E; Pen 8; Clip 32;
Reload 5full; Blast(1), Maximal, Overheat)
The Eradicator 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
Unstable ammunition(X)† : the shells fired by the Nova cannon are extremely dangerous,
due to their peculiar nature. The highly unstable reactor cores are extremely dangerous to
manage, capable to utterly destroy both weapon and tank if something goes wrong.
Whenever a jam happens, roll a D10. Results 1-9 means nothing, and the shells remain
struck in the weapon. It's possible to unjam the weapon, but the test suffers a penalty equal
to 10 times the number in parenthesis. If the test is failed, the ammo explodes, causing the
same amount of damage it normally deal when fired. Result 10 means the gun is
overcharging: every guardsmen inside has to bailout in (X) Rounds, before the vehicle
suffers a direct hit by the weapon which ignores armour.

Leman Russ Punisher


A relatively recent variant of the the standard Leman Russ, the Punisher is a dedicated anti-
infantry vehicles, thanks to its main weapon, the Punisher Gatling Cannon. This multi-
barreled weapon allows the Punisher tank to achieve a rate of fire unmatched by all but a few
other vehicles, though at a loss of anti-tank effectiveness, Punisher tank crews have a
reputation for being trigger-happy with this potent weapon so it's not uncommon to them to
strip out all non-essential items in order to cram in as much ammunition as possible before
setting off for battle.
The Punisher is more heavily armoured to survive attacks at close range, especially useful
when used against hordes of Orks and Tyranids. Often squadrons of of Punishers will
operate ahead of the main Imperial force, scything down the enemy to at the very least more
manageable numbers for follow-on forces.
Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55
Size: Massive
Armour: Front 40, Side 32, Rear 22
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Gunner (Hull Weapon), 2
additional gunners (Sponsons; if taken)
Carrying capacities: none
Weapons:
Turret-mounted Punisher Gatling Cannon (50m; -/-/15; 3d10+2 I; Pen 5; Clip 1500; Proven
[2], Storm, Tearing)
Hull-mounted weapon (choose one of the following):
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame,
Spray)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [3])
Options
The Eradicator may take two sponson-monted weapons (choose one of the following):
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 Multi-meltas (Left Facing/Right Facing; 60m; S/-/-; 2D10+16 E; Pen 12; Clip 24, Reload
Full; Blast(1), Melta)
2 Plasma Cannons (Left Facing/Right Facing; 120m; S/-/-; 2d10+10 E; Pen 8; Clip 32;
Reload 5full; Blast(1), Maximal, Overheat)
The Eradicator 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:
The Punisher cannon is known for its “hunger for ammo”. The tank can easily find itself
running low on bullets, especially when firing against endless hordes of enemy. For this
reason, crews often remove any equipment deem non essential to get more room for
ammunition belt. To represent this, raise the Punisher cannon's clip value to 4500, but also
halves the clip value of the Hull-mounted weapon; you cannot add Sponson guns when you
add more ammunition.
Whenever the weapon jams, you do not automatically lose all the ammo in the clip, instead
you loose a number of bullets equal to 150. If the Ballistic Skill test to clear the weapon is
failed, the weapons lose an additional 150 bullets for each degree of failure.

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.

Destroyer Tank Hunter


A once common vehicle amongst the Imperial Guard armoured regiments, the Destroyer
Tank Hunter is rarely seen and its numbers are still declining. While the hull can still be mass
produced, the fearsome Laser Destroyer is an ancient and not easily reproduced weapon,
with just a few Forge World able to craft it. Essentially a Leman Russ Tank without turret, the
Destroyer is an excellent Tank-hunter, used basically in defensive operations to interdict any
enemy tank movement. A common tactic used by the tank crews is to deploy behind the
frontline, hiding and waiting to ambush enemy armoured columns: after a couple of long
range shots, the tank will quickly change position to avoid be spotted.
The loss of a Destroyer for any armoured Regiment is a heavy one, so each vehicle is
continually patched up and repaired to keep it operational. Wrecked Destroyer are a priority
target for savage and recovery units: even if the weapon is destroyed, the hull can still be
used to accommodate another more common gun, like a Battle Cannon or even a
Vanquisher.
Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 40 kph Manoeuvrability: -10
Structural Integrity: 50
Size: Massive
Armour: Front 40, Side 30, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle,
Crew: 1 Commander, 1 Gunner (Main Weapon), 1 Driver
Carrying capacities: none
Weapons:
Hull-mounted Laser Destroyer (1000m; S/-/-; 4d10+15 E; Pen 13; Clip 20; Reload 2full,
Accurate, Proven [3], Recharge)
Options:
The Destroyer 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:
The Laser Destroyer is one of the rarest and more difficult weapon ever manufactured by the
Imperium of Man. Each loss of the weapon is a heavy one, which often can't be replaced on
the spot. For this reason, a lot of Imperial commanders order to substitute the Laser
Destroyer with another equivalent if weaker weapon. If the Destroyer Weapon is destroyed,
it's possible to substitute the weapon with another more common piece of ordnance.
Common choice are Battle-cannons and Vanquisher cannons with no penalties. When this
happens, change the actual weapon status with the new one, adding one half of the original
clip value.
Example: a Destroyer with a Vanquisher Cannon replaces its Hull-mounted Laser Destroyer
stats with the following:
Hull-mounted Vanquisher Cannon (900m; S/-/-; 3d10+5 X; Pen 16; Clip 24; Reload 2 full;
Accurate)

Thunderer Siege Tank


When the advanced technology of a Destroyer Tank's main weapon malfunctions, the
Adeptus Mechanicus will often re-gun the chassis with a different weapon. One of the more
common conversion on the field is the Thunderer, basically a Demolisher-cannon fitted
Destroyer. While the commoner Leman Russ Demolisher is preferred due to its higher
mobility, better protection and versatility, the Thunderer still has its advantages: it can carry
more shells, and not having a turret reduces the chances of taking a fatal hit which could
disable the weapon or even the same tank. It's not a versatile vehicle, and despite it could
potentially destroy other tanks, the Thunderer is best used to engage enemy held buildings
or bunkers, making the tank a perfect city-fighting vehicle.
Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 40 kph Manoeuvrability: -10
Structural Integrity: 50
Size: Massive
Armour: Front 40, Side 30, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle,
Crew: 1 Commander, 1 Gunner (Main Weapon), 1 Driver
Carrying capacities: none
Weapons:
Hull-mounted Demolisher Cannon (50m; S/-/-; 4d10+20 X; Pen 10; Clip 4; Reload full; Blast
[10], Concussive [3])
Options:
The Destroyer 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)

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 Heavy Tank


Somewhat larger and heavier than the more familiar and versatile Leman Russ, the
Malcador's bulk and heavy layers of armour plating gives it improved durability. Its main
armament is the same venerable Battle cannon mounted on the Leman Russ while
secondary fire comes from a hull-mounted Heavy Bolter and Sponson-mounted Heavy
Stubbers, but other weapons can replace this configuration, like Autocannons and
Lascannons.
While well-armed and durable the tank does suffer from several limitations. One is the fact
that its primary weapon is mounted in a limited-traverse turret embrasure, while the hull's
shape and armouring further limits the firing arcs of its other weapons. This flaw can prove a
liability on the chaotic battlefield, though an experienced commander can overcome it by
supporting the tank with other combat elements. More damning to the design is its engine
plant, a thermic combustor design more commonly used in agricultural and industrial
machinery. While perfectly serviceable in its normal roles the engine is underpowered in
relation to the Malcador's size and weight and can be more easily knocked out by enemy fire.
This poor engine performance and very poor fuel efficiency has been more responsible than
any other factor for the tank's demise in status.
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:
Hull mounted Battle-cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 18; Reload 3full; Blast [10],
Concussive [3], Reliable)
Hull-mounted weapon (choose one of the following):
Autocannon: (Front facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [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 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.

Valdor Tank Hunter


The Valdor tank hunter is much feared by enemy crews confronted by it, and it is one of the
most unusual and certainly most arcane variants of the ancient Malcador heavy tank
designs. In the Valdor's case, the Malcador chassis plays host to a powerful neutron laser, a
weapon system believed to be a relic from the Dark Age of Technology.
Even though it is considerably more compact in construction, and far less energy-hungry
than comparable weapons on other super-heavy tanks such as the Shadowsword's volcano
cannon, the neutron laser and the neutronic arc coil reactor that powers it consumes much of
the vehicles interior space. The relative lack of reactor shielding within can prove hazardous
to the crew that operates the machine and disastrous should enemy fire rupture the reactor's
containment coils. The neutron energy beam the Valdor's main armament unleashes is
capable of rupturing the densest of protective materials, smashing apart its target's molecular
structure and creating a massive electro-magnetic shock effect in addition to explosive
matter disruption.
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 Driver, 1 comms Operator, 1
Sponson Gunner (Sponson)
Carrying Capacities: none
Weapons:
Hull mounted Neutron Laser Projector (500m; S/-/-; 5d10+20 E; Pen 15; Clip 10; Reload
3full; Blast [8], Felling [2], Feedback, Shock Pulse, Fixed)
One Sponson Mounted Weapon (choose one of the following):
Autocannon (Right Facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
Heavy Bolter (Right Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Heavy Flamer (Right Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame,
Spray)
Heavy Stubber (Right Facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
Lascannon (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.
Poor Shielding: The reactor used to power the Valdor's neutron laser is poorly shielded and
inherently unstable. As a result, the Valdor adds +1 to results rolled on the Weapon of Hull
critical hit charts.
Feedback: If the neutron laser fails to penetrate a target's armour the Valdor suffers a result
of 4 on the Hull critical hit chart in addition to the effects of Haywire.
Shock Pulse: The neutron laser pulse overwhelms a target vehicle's electronics and
systems with a storm of electromagnetic radiation. Any non Super-Heavy vehicle hit by the
neutron laser

Dracosan Armoured Transport


Somewhat larger and heavier than the more familiar and versatile Leman Russ, the
Malcador's bulk and heavy layers of armour plating gives it improved durability. Its main
armament is the same venerable Battle cannon mounted on the Leman Russ while
secondary fire comes from a hull-mounted Heavy Bolter and Sponson-mounted Heavy
Stubbers, but other weapons can replace this configuration, like Autocannons and
Lascannons.
While well-armed and durable the tank does suffer from several limitations. One is the fact
that its primary weapon is mounted in a limited-traverse turret embrasure, while the hull's
shape and armouring further limits the firing arcs of its other weapons. This flaw can prove a
liability on the chaotic battlefield, though an experienced commander can overcome it by
supporting the tank with other combat elements. More damning to the design is its engine
plant, a thermic combustor design more commonly used in agricultural and industrial
machinery. While perfectly serviceable in its normal roles the engine is underpowered in
relation to the Malcador's size and weight and can be more easily knocked out by enemy fire.
This poor engine performance and very poor fuel efficiency has been more responsible than
any other factor for the tank's demise in status.
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:
Hull mounted Battle-cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 18; Reload 3full; Blast [10],
Concussive [3], Reliable)
Hull-mounted weapon (choose one of the following):
Autocannon: (Front facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 4; Clip 60; Reload Full; Tearing)
Lascannon (Front Facing; 300m, S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2full; Proven [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.

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