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Traditionally, a Sentinel is considered ill suited to duelling with super-heavy, Titan-class war engines, being outgunned and out-classed in almost every regard. However, when organised into dedicated search-and-destroy teams, Armoured Sentinels hunt their quarry in large packs. Together, they are capable of unleashing a torrent of firepower that can topple giants. Amongst the most illustrious of Armoured Sentinel formations are those that patrol the ash wastes of Armageddon. On this beleaguered world, Stompa Mobs rampage through the toxic landscape and the Imperiums Titan Legions are stretched too thinly to engage the enemy on all fronts. As such, the Armoured Sentinel patrols, the so-called Armageddon Stompa Hunters, were forced to step up to the challenge. Despite heavy losses during initial hunts, the Armageddon Stompa Hunters soon began to
reap a respectable tally of confirmed Titan-class kills. Having tracked their quarry, the Stompa Hunters close to within optimal firing range and pounce upon an unprotected flank. Then, in a desperate attempt to halt the beast before it has the time to alter course and flatten them to scrap, all power is diverted to the primary weapons systems. Such drastic measures quickly overload the Sentinels machine spirits, forcing the walkers to enter a state of temporary shut-down whilst energy reservoirs replenish and machine spirits reawaken. During this time, the Stompa Hunters are extremely vulnerable and, without support from nearby troops, they are easy prey. The Sentinel pilots seldom have the time to contemplate the consequences of their actions for they knew too well that if their attack fails then no amount of support will help avert the terrifying fury of an enraged Stompa.
FORMATION:
Three 3-strong Armoured Sentinel Squadrons 1 Armoured Sentinel designated as the Command Sentinel.
SPECIAL RULES:
Strike Force: All vehicles in an Armageddon Stompa Hunters formation must be deployed within 12" of the Command Sentinel, or, if coming on from reserve, the formation must enter the table within 12" of the point entered by the Command Sentinel. Super-heavy Hunters: All Armoured Sentinels within 12" of the Command Sentinel add +1 to their armour penetration rolls whenever they hit a vehicle with a shooting attack. Divert Power to Weapons: Instead of firing normally, the formation can elect to Divert Power to Weapons. If the player elects to do this, select a single super-heavy vehicle or gargantuan creature within line of sight of the Command Sentinel as the target of the attack. All units in the formation must immediately fire twice at the target. An Armageddon Stompa Hunter formation that Diverts Power to Weapons cannot move or fire in their next turn.
POINTS: 450
APOCALYPSE
distance into the ground. The resulting shockwave is invariably as lethal to troops on the surface as conventional ordnance, but can also disrupt the enemy advance for a considerable distance. Banehammers have proven particularly effective in the ongoing battle against Hive Fleet Leviathan. The larger Tyranid bio-monstrosities have proven notoriously resilient to even the heaviest weaponry, but a well-placed tremor cannon shell can slow them long enough for massed fire to bring them down.
Sponson-mounted lascannon
Tremor Cannon
Size Comparison.
WEAPON Rear
12 Tremor cannon
RANGE
60"
STR
8
AP
3
SPECIAL
Ordnance 1, 7" Blast, Earthshock*, Primary weapon Heavy 1 Heavy 3 Assault 1
TRANSPORT: The Banehammer has a transport capacity of 25. FIRE POINTS: Up to 10 models may fire from the Stormlords
fighting platform. Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4
ACCESS POINTS: The Banehammer is treated as open-topped for the purposes of passengers embarking and disembarking. WEAPONS AND EQUIPTMENT:
- Hull-mounted tremor cannon - Hull-mounted twin-linked heavy bolter - Two sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers
*Earthshock: When the final position of the tremor cannon blast is determined, place a suitable marker under the hole and roll 4D6. This is the size of the shockwave zone generated by the shot. The shockwave lasts until the start of the Banehammers next turn. Any units moving through the shockwave zone will do so as if they were moving through difficult terrain. Any units moving through difficult terrain in the shockwave zone will roll 1D6 less than normal to determine their maximum movement. Vehicles treat the shockwave zone as dangerous terrain including skimmers (their motive systems are particularly vulnerable to boulders and rock shards being hurled into the sky).
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points.
POINTS: 450
It is traditional for a Banesword to be named only after it has proved itself in battle. As a result, a freshly commissioned Banesword will ordinarily be referred to by an abbreviation of its lengthy production number or its forge world of origin. A Baneswords final designation will only be determined by its deeds on the battlefield, often incorporating the name or title of one of its victims. Of course, a blast from a quake cannon rarely leaves enough of the target for positive identification, so a certain amount of artistic licence is doubtless applied in most cases.
Commanders cupola Sponson-mounted lascannon and twin-linked heavy bolters Armoured engine casing
Size Comparison.
Aquila-pattern tracks
N o t e d B a n e s w o rd s : Warmasters Ruin Tallarn 44th Tyrons Doom Cadian 23rd Executioner of Cadanth Vostroyan 2nd
UNIT: 1 Banesword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPMENT:
WEAPON Rear
12 Banesword Quake cannon
RANGE
24-180"
STR
9
AP
3
SPECIAL
Ordnance 1 Barrage, 10" Blast, Primary weapon Heavy 1 Heavy 3 Assault 1
- Hull-mounted Banesword quake cannon. - Hull-mounted twin-linked heavy bolter - Two sponsons, each with one lascannon and either a twinlinked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers
9 5 5
2 4 4
Options: A Banesword may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile, pintlemounted heavy stubber, pintle-mounted storm bolter.
A Banesword may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost. It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points.
A Banesword may have the following upgrade at +25 points: Command Tank. A high ranking officer is using the Banesword as a mobile HQ. All Imperial Guard units within 24 of a Banesword Command Tank may re-roll failed Morale checks.
armed escort detail and it is common practice to attach at least an entire Infantry Platoon to their defence. These Guardsmen must create a strong defensive perimeter to protect the Deathstrike Missile Launcher, erecting camo-netting to conceal the launch site from prying eyes and maintaining a constant patrol for enemy saboteurs and kill-teams. As the Deathstrike prepares for launch it will do so under the watchful guidance of a Lord Commissar. Only these officers are trusted with the sanctioned launch codes, for the sheer destructive power of a vortex missile is too much to grant to any but the most loyal servant of the Imperium. Furthermore, where a lesser man may waver at the critical moment, a Lord Commissar will resolutely fulfill his duty and fire the doomsday weapon, no matter the cost. Platoon command squad
LORD COMMISAR
COMMAND
Platoon, squad A
INFANTRY PLATOON
Platoon, squad B
FORMATION:
1 Deathstrike Missile Launcher armed with a single Deathstrike Vortex Missile 1 Lord Commissar 1+ Infantry Platoon This missile may only be fired once and it may not be fired directly. After determining the final position of the marker, any models and removable terrain features touched by the blast are removed from the game (flyers are unaffected). Dont even think about making any form of save, and the vortex isnt affected by your Eternal Warrior and other special rules either. Just remove them! Gargantuan creatures are not removed, but automatically lose D6 Wounds (no saves of any kind allowed!). Super-heavy vehicles are not removed, but automatically lose D3 structure points. After the initial damage has been resolved the vortex partially collapses. Replace the 10 marker with a 3 blast marker. At the beginning of every following player turn (of both sides!), the vortex tears through the fabric of reality, disappearing and reappearing 2D6 away in a direction shown by the roll of a scatter dice (use the little arrow if you roll a hit). After determining the final position of this marker, resolve any damage, as described for the initial blast above. If a double is rolled for the distance moved, the vortex is removed instead.
SPECIAL RULES:
Strike Force: Every unit in the formation must be deployed within 6 of the Deathstrike Missile Launcher, or, if coming on from reserve, they must enter the table within 6 of the point entered by the Deathstrike Missile Launcher. Secret Launch Site: The Deathstrike Vortex Missile formation has the Camouflage strategic asset. Fuelled and Ready to Launch: You may add +2 to the dice roll when determining if you can launch the vortex missile. Deathstrike Vortex Missile: This doomsday weapon uses the following profile: STR RANGE 48-Unlimited n/a Barrage, 10 Blast, One-shot Only AP n/a TYPE Ordnance
POINTS: 450
APOCALYPSE APOCALYPSE
A Doomhammers magma cannon is closely modelled on the volcano cannon employed by the famous Shadowsword design. While it has a reduced range and area of effect when compared to its larger cousin, the magma cannon is still able to marshal a Titan-killing blast of epic proportions. At the same time, the space saved due to the smaller number of capacitors accords the Doomhammer a modest transport capacity and thus a more flexible battlefield role. This combination was to prove its worth many times over in the Siege of Ordana, and in many other warzones.
Armoured engine casing Magma cannon Sponson-mounted lascannon and twinlinked heavy bolters
Driver viewing port Sponson-mounted lascannon and twin-linked heavy bolters Twin-linked heavy bolters
Size Comparison.
TRANSPORT: The Doomhammer has a transport FIRE POINTS: Up to 10 models may fire from the
Doomhammers fighting platform.
ACCESS POINTS: The Doomhammer is treated as opentopped for the purposes of passengers embarking and disembarking. Options: A Doomhammer may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile, pintle-mounted heavy stubber, pintle- mounted storm bolter. A Doomhammer may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost. It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points.
WEAPON
Magma cannon
RANGE
60"
STR
10
AP
1
SPECIAL
Ordnance 1, 5" Blast, Primary weapon Heavy 1 Heavy 3 Assault 1
9 5 5
2 4 4
POINTS: 4000
As they appear on the horizon, they begin bombarding the enemies of the Imperium with an awesome and relentless barrage, way out of range of most of the enemy artillery. Anything that somehow manages to withstand this long-range punishment is then mercilessly trampled under ground-shaking feet the size of a cathedral.
UNIT: 1 Emperor Titan TYPE: Super-heavy walker STRUCTURE POINTS: 12 VOID SHIELDS: 8 TRANSPORT: Each foot of the Emperor Titan can transport up to five units (with a total capacity of 52 models per foot). ACCESS POINTS: Models are deployed anywhere within 2" of the foot they are transported in. FIRE POINTS: three per foot (one each in the twelve,
three and six oclock positions on each foot). Hellstorm Cannon Princeps command chamber
Plasma Annihilator
Size Comparison
WEAPON
Plasma Annihilator* (rapid) (full)
RANGE STR
AP
SPECIAL
* The plasma annihilator can be fired in two modes with the profiles shown. Choose which mode to use each time you fire the weapon. ** The Doomstrike missile launcher fires like an ordnance barrage, but does not scatter and instead uses the apocalyptic barrage marker to determine the fall of its five shots.
96" 120"
8 10
2 2
Ordnance 6, 7" blast, Primary Weapon Ordnance 3, 10" blast, Primary Weapon Ordnance 8, 7" blast, Primary Weapon Heavy 4, 7" blast, Primary Weapon, Destroyer, Apocalypse Barrage (10), Primary Weapon
SPECIAL RULES:
Reactor Meltdown: If the Emperor Titan suffers an Apocalyptic Explosion result on the Catastrophic Damage chart, its reactor goes nuclear! This is the same as an Apocalyptic explosion, except that the range is 8D6", and models within range suffer a Destroyer hit. Towering Monstrosity: Because of its immense size, it is difficult for the Emperor Titan to engage targets that are too close. Weapons mounted on the carapace of the Emperor Titan have a minimum range of 36". Titanic Tread: When the Emperor Titan moves, the ground is rocked by violent shockwaves. All units, except super-heavy vehicles and gargantuan creatures, that move within 12" of the Emperor Titans feet count as moving through difficult terrain.
Hellstorm Cannon
96"
360"
36-540
punch to threaten heavily armoured units and anti-tank waponry cannot match the high rate of fire necessary to halt infantry swarms. As a result, when Heavy Weapons Squads are fielded as a full company, they work in concert with other elements from the Heavy Weapons Company, ensuring that they each engage and destroy the most appropriate foes. The combined firepower of such companies, when directed by a competant Imperial Guard officer, is easily capable of scything down a marauding mob of Orks, shattering the spearhead of a Chaos Space Marine assault or annihilating the well-armoured tank convoys of the Tau Empire.
COMMAND SQUAD
HEAVY WEAPONS SQUAD
FORMATION:
1 Command Squad 12+ Heavy Weapons Squads
SPECIAL RULES:
Strike Force: All units in the formation must be deployed within 12" of the Command Squad, or, if coming on from reserve, they must enter the table within 12" of the point entered by the Command Squad.
Target Acquired: Once per Shooting phase, the owning player may nominate a single enemy unit within line of sight of the Command Squad. All units in the Heavy Weapons Company that are within 12" of the Command Squad must fire at this target but they count their weapons as twin-linked for that round of shooting.
FORMATION:
1 Rough Rider Command Squad* 5+ Rough Rider Squads *A Rough Rider Command Squad is a normal Rough Rider squad with the Rough Rider Sergeant designated as the Rough Rider Commander. The squad has the option to upgrade one Rough Rider to carry a Regimental Standard for +15 points.
I have seen war in all its forms. I have seen feral world savages braining each other with stones, and I have monitored the death of a whole planet at the hands of a virus bomb. I have seen Space Marines drop to certain death, and win. I have seen Titans crush whole platoons underfoot. But there is no more stirring sight in war than the charge of massed cavalry.
Special Rules:
Strike Force: All units in the formation must be deployed within 6" of the Rough Rider Command Squad, or, if coming on from reserve, they must enter the table within 6" of the point entered by the Rough Rider Command Squad. Outriders: Rough Rider Companies use outriders to scout the land and are famed for tracking and encircling their foe. A Rough Rider Company has the Flank March strategic asset.
Born in the Saddle: All Rough Rider Units within 6" of the Rough Rider Command Squad have the Skilled Rider rule. Run them Through! At a roared command, the Rough Riders lower their lances and gallop into a thunderous charge. In any turn in which the Rough Rider Commander charges into combat, all units in his formation within 6" gain the Furious Charge ability and receive +2 bonus Attacks instead of the normal charging bonus.
POINTS: 450
Throughout the history of the Imperium, Shadowsword tanks have proven to be the natural enemy of Titans of all classes and sizes. Differently from their towering antagonists, the Shadowswords lie in ambush until the other units in the army have taken out the Titans shields. At that point, they open fire with their targeter-guided volcano cannon, delivering the killing blow with precise shots aimed at the Titans weak points.
Aquila-pattern tracks
Size Comparison.
UNIT: 1 Shadowsword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPTMENT:
WEAPON Rear
12 Volcano cannon
RANGE STR
120" D
AP
2
SPECIAL
Ordnance 1, 5" Blast Destroyer, Primary weapon Heavy 1 Heavy 3 Assault 1
- Hull-mounted Shadowsword volcano cannon. - Two sponsons, each with one lascannon and either a twinlinked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers
9 5 5
2 4 4
A Shadowsword may take a hull-mounted twin-linked heavy bolter for +25 pts. A Shadowsword may have the following upgrade at +25 points: Command Tank. A high ranking officer is using the Shadowsword as a mobile HQ. All Imperial Guard units within 24" of a Shadowsword Command Tank may re-roll failed Morale checks.
The Storm Trooper regiment is one of the few to have a permanent pool of Valkyrie Assault Carriers to carry them into battle. With the speed of these aircraft to deliver them to their mission coordinates, the Storm Troopers take their enemy by surprise, smashing through windows and doors before the enemy can mount an effective resistance. The Valkyries provide covering fire for the Storm Troopers as they towards the objective. Without pause or hesitation the Storm Troopers sweep through the enemy-held structure, cutting down their quarry with efficient bursts of highpowered lasfire.
FORMATION:
3+ ten-man Storm Trooper squads 3+ Valkyrie Assault Carriers* *One Valkyrie must be designated as the Command Craft.
SPECIAL RULES:
Strike Force: All units in the Storm Trooper Strike Force must be deployed within 6" of the command craft, or, if coming on from reserve, they must enter the table within 6" of the point entered by the command craft. Strategic Assets: An army that contains a Storm Trooper Strike Force automatically gains the Vital Objective strategic asset.
Storm the Objective: In any turn in which the Storm Troopers disembark from their Valkyrie transports, they may shoot, run, then shoot again. This second round of shooting may be at a different target if you wish. In addition, cover saves taken against hits caused from these shooting attacks suffer a -1 penalty, representing the defenders being caught by surprise. Note that this rule only applies to the Storm Troopers, not the Valkyie transports.
POINTS: 500
APOCALYPSE
Even so, the Stormlords devastating close-range firepower and vast transport capacity makes it highly sought after by the more mobile Imperial Guard regiments, such as those raised on Catachan, Tallarn and Tingoya. Not only can the Stormlords embarked Imperial Guard squads traverse the battlezone in relative safety, they can also be pressed into service to defend the Stormlord against waves of tankhunting enemy infantry.
Troop bay with crewserved heavy stubbers Armoured engine casing
Rear
12
twin-linked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers
TRANSPORT: The Stormlord has a transport capacity of 40. FIRE POINTS: Up to 20 models may fire from the Stormlords
fighting platform.
WEAPON
Vulcan mega-bolter
RANGE
60"
STR
6
AP
3
SPECIAL
Heavy 15, Primary weapon Heavy 1 Heavy 3 Assault 1
ACCESS POINTS: The Stormlord is treated as open-topped for the purposes of passengers embarking and disembarking. WEAPONS AND EQUIPTMENT:
- Hull-mounted Vulcan mega-bolter - Hull-mounted twin-linked heavy bolter
9 5 5
2 4 4
SPECIAL RULES:
All Power to Weapons! The Stormlords commander can order all power from the tanks formidable reactor to be directed to the main weapon. If the Stormlord does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or at different ones).
POINTS: 450
The siege gun fires huge rocket-propelled siege shells, each weighing in excess of 180kg, with enough explosive power to flatten a building in a single shot. In addition to its main weapon, the Stormsword is also formidably equipped with secondary weapons for combat in the close confines of city streets.
Stormsword cannon
Size Comparison.
UNIT: 1 Stormsword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPTMENT:
WEAPON Rear
12 Stormsword cannon
RANGE STR
36" 10
AP
1
SPECIAL
Ordnance 1, 10" Blast, Primary weapon No cover saves allowed Heavy 1 Heavy 3 Assault 1
- Hull-mounted Stormsword cannon. - Two sponsons, each with one heavy flamer and either a twin-linked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4
A Stormsword may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost. It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. A Stormsword may have the following upgrade at +25 points: Command Tank. A high ranking officer is using the Stormsword as a mobile HQ. All Imperial Guard units within 24" of a Stormsword Command Tank may re-roll failed Morale checks.