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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 Imperium’s 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
POINTS: 100 + MODELS
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.
ARMOURED COMMAND SQUADRON
Three 3-strong Armoured Sentinel Squadrons 1 Armoured Sentinel designated as the Command Sentinel.
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.
ARMOURED COMMAND SQUADRON
ARMOURED COMMAND SQUADRON
ARMOURED COMMAND SENTINEL
for any foe that is able to advance swiftly enough as to reach the Imperial lines before the massive bombardments have taken a sufficient toll. The shockwave lasts until the start of the Banehammer’s next turn. The resulting shockwave is invariably as lethal to troops on the surface as conventional ordnance. pintle-mounted heavy stubber. The larger Tyranid bio-monstrosities have proven notoriously resilient to even the heaviest weaponry.Two sponsons. WEAPONS AND EQUIPTMENT: . Banehammers have proven particularly effective in the ongoing battle against Hive Fleet Leviathan. Sponson-mounted lascannon Tremor Cannon Size Comparison. As a result. each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. This is the size of the shockwave zone generated by the shot. but a well-placed tremor cannon shell can slow them long enough for massed fire to bring them down. Any units moving through the shockwave zone will do so as if they were moving through difficult terrain. The Banehammer’s tremor cannon fires massive shells that are fused to explode only after they have buried some Troop bay with crewserved heavy stubbers POINTS: 450 APOCALYPSE distance into the ground. 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. place a suitable marker under the hole and roll 4D6. each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter .BANEHAMMER SUPER-HEAVY TANK Imperial Guard formations are not known for their mobility and rely on overwhelming firepower to achieve their battlefield objectives. 7" Blast. many Imperial commanders nurse a deep-set loathing. Primary weapon Heavy 1 Heavy 3 Assault 1 TRANSPORT: The Banehammer has a transport capacity of 25. that borders on hatred. A Banehammer may replace its two side sponsons with armour plates.Hull-mounted twin-linked heavy bolter . Any units moving through difficult terrain in the shockwave zone will roll 1D6 less than normal to determine their maximum movement. pintle-mounted storm bolter.Searchlight and smoke launchers *Earthshock: When the final position of the tremor cannon blast is determined. OPTIONS: A Banehammer may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. 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. Earthshock*. increasing its side armour to 14 at no extra cost. From such obsessions did the Banehammer super-heavy tank evolve.Hull-mounted tremor cannon . FIRE POINTS: Up to 10 models may fire from the Stormlord’s fighting platform. . Twin-linked heavy bolters High density armour plating UNIT: 1 Banehammer TYPE: Super-heavy tank STRUCTURE POINTS: 3 ARMOUR BS Front Side 3 14 13 WEAPON Rear 12 Tremor cannon RANGE 60" STR 8 AP 3 SPECIAL Ordnance 1. but can also disrupt the enemy advance for a considerable distance.
each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. Imperial combat doctrine holds an honoured place for the Banesword. The resulting combination of devastating siege gun and nigh-impenetrable armour is considered by many to be the last word in Imperial siegecraft. A Banesword’s final designation will only be determined by its deeds on the battlefield.Searchlight and smoke launchers Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4 Options: A Banesword may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. Of course. It may instead add two extra sponsons. A Banesword may replace its two side sponsons with armour plates.Hull-mounted twin-linked heavy bolter . 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. Aquila-pattern tracks Sponson-mounted lascannon and twin-linked heavy bolters N o t e d B a n e s w o rd s : Warmaster’s Ruin – Tallarn 44th Tyron’s Doom – Cadian 23rd Executioner of Cadanth – Vostroyan 2nd UNIT: 1 Banesword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPMENT: ARMOUR BS Front Side 3 14 13 WEAPON Rear 12 Banesword Quake cannon RANGE 24-180" STR 9 AP 3 SPECIAL Ordnance 1 Barrage. Commander’s cupola Sponson-mounted lascannon and twin-linked heavy bolters Armoured engine casing Banesword Quake cannon Twin-linked heavy bolters Size Comparison. . All Imperial Guard units within 24“ of a Banesword Command Tank may re-roll failed Morale checks. A high ranking officer is using the Banesword as a mobile HQ. POINTS: 450 It is traditional for a Banesword to be named only after it has proved itself in battle. 10" Blast. Indeed. a blast from a quake cannon rarely leaves enough of the target for positive identification. Primary weapon Heavy 1 Heavy 3 Assault 1 . pintle-mounted storm bolter. so a certain amount of artistic licence is doubtless applied in most cases. and any commander worthy of his rank would gladly exchange a single Banesword for any two regiments in his army.BANESWORD SUPER-HEAVY TANK The Banesword is an adaptation of the venerated Shadowsword design. .Two sponsons. pintlemounted heavy stubber. increasing its side armour to 14 at no extra cost. exchanging the Titan-killing volcano cannon for the fortress-pounding fury of the quake cannon. often incorporating the name or title of one of its victims. each with one lascannon and either a twinlinked heavy flamer or a twin-linked heavy bolter . A Banesword may have the following upgrade at +25 points: Command Tank.Hull-mounted Banesword quake cannon.
One-shot Only AP n/a TYPE Ordnance IMPERIAL GUARD DATASHEETS CADIAN SHOCK TROOPS . If a double is rolled for the distance moved. any models and removable terrain features touched by the blast are removed from the game (flyers are unaffected). Only these officers are trusted with the sanctioned launch codes. a Lord Commissar will resolutely fulfill his duty and fire the doomsday weapon. Deathstrike Vortex Missile: This doomsday weapon uses the following profile: STR RANGE 48”-Unlimited n/a Barrage. as described for the initial blast above. 10” Blast. where a lesser man may waver at the critical moment. Indeed. heavily Lord Commisar Von Black POINTS: 200 + MODELS armed escort detail and it is common practice to attach at least an entire Infantry Platoon to their defence. 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). but unleashing such a battlefield asset can swing the course of a war. but automatically lose D3 structure points. it tears the very fabric of reality. Fuelled and Ready to Launch: You may add +2 to the dice roll when determining if you can launch the vortex missile. erecting camo-netting to conceal the launch site from prying eyes and maintaining a constant patrol for enemy saboteurs and kill-teams. 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. creating a raging maelstrom of destruction that destroys anything and everything it touches. no matter the cost. After determining the final position of this marker. After determining the final position of the marker. and the vortex isn’t affected by your Eternal Warrior and other special rules either. Super-heavy vehicles are not removed. for the sheer destructive power of a vortex missile is too much to grant to any but the most loyal servant of the Imperium. As the Deathstrike prepares for launch it will do so under the watchful guidance of a Lord Commissar. Furthermore. squad A DEATHSTRIKE MISSILE LAUNCHER CADIAN SHOCK TROOPS Deathstrike Vortex Missile ‘Xenos Bane’ INFANTRY PLATOON Platoon. So rare and valuable are these weapons that Segmentum Command must nominally sanction their use. or. resolve any damage. few are as revered or as devastating as a Deathstrike vortex missile – a doomsday weapon of truly apocalyptic proportions. they also require the utmost protection. the vortex is removed instead. These Guardsmen must create a strong defensive perimeter to protect the Deathstrike Missile Launcher. A Deathstrike vortex missile is a cumbersome weapon. Just remove them! Gargantuan creatures are not removed. the vortex tears through the fabric of reality. they must enter the table within 6” of the point entered by the Deathstrike Missile Launcher. When the missile’s warhead explodes.DEATHSTRIKE VORTEX MISSILE Of all the myriad of weapons at the Imperium’s disposal. SPECIAL RULES: Strike Force: Every unit in the formation must be deployed within 6” of the Deathstrike Missile Launcher. Don’t even think about making any form of save. Replace the 10” marker with a 3” blast marker. Platoon command squad LORD COMMISAR COMMAND Platoon. but automatically lose D6 Wounds (no saves of any kind allowed!). Secret Launch Site: The Deathstrike Vortex Missile formation has the Camouflage strategic asset. if coming on from reserve. a vortex-armed Deathstrike Missile Launcher represents such high a priority target for enemy commanders that they are never deployed without a large. At the beginning of every following player turn (of both sides!). After the initial damage has been resolved the vortex partially collapses. Not only do these technological relics require constant maintenance.
It may instead add two extra sponsons. While it has a reduced range and area of effect when compared to its larger cousin. pintle-mounted heavy stubber. Options: A Doomhammer may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. A Doomhammer may replace its two side sponsons with armour plates. UNIT: 1 Doomhammer TYPE: Super-heavy tank STRUCTURE POINTS: 3 capacity of 25. increasing its side armour to 14 at no extra cost.Searchlight and smoke launchers TRANSPORT: The Doomhammer has a transport FIRE POINTS: Up to 10 models may fire from the Doomhammer’s fighting platform. POINTS: 450 APOCALYPSE APOCALYPSE A Doomhammer’s magma cannon is closely modelled on the volcano cannon employed by the famous Shadowsword design.Hull-mounted magma cannon . pintle. Confronted by a renegade forge world and its associated Titan Legions. allowed the Imperium to maintain the war effort. exchanging tremor cannons for magma cannons. the magma cannon is still able to marshal a Titan-killing blast of epic proportions. and in many other warzones. At the same time. each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. each with one lascannon and either a twinlinked heavy flamer or a twin-linked heavy bolter . 5" Blast.mounted storm bolter. As the campaign dragged on.Hull-mounted twin-linked heavy bolter . the space saved due to the smaller number of capacitors accords the Doomhammer a modest transport capacity and thus a more flexible battlefield role. In the end. the attrition rate of such war engines swiftly outstripped supply. ACCESS POINTS: The Doomhammer is treated as opentopped for the purposes of passengers embarking and disembarking. the Ordana battlezone commanders were crying out for Shadowswords and other Titan-hunting vehicles. ARMOUR BS Front Side 3 14 13 WEAPONS AND EQUIPMENT: Rear 12 . WEAPON Magma cannon RANGE 60" STR 10 AP 1 SPECIAL Ordnance 1.DOOMHAMMER SUPER-HEAVY TANK The thousand-year Siege of Ordana saw a new super-heavy tank design pressed into Imperial service – the Doomhammer. 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. only the retrofitting of Banehammer tanks.Two sponsons. Primary weapon Heavy 1 Heavy 3 Assault 1 Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4 . This combination was to prove its worth many times over in the Siege of Ordana.
and models within range suffer a Destroyer hit. 10" blast.EMPEROR BATTLE TITAN Emperor-class Battle Titans are the largest and most powerful war machines at the disposal of the armies of the Imperium.Melta cannon . Choose which mode to use each time you fire the weapon. Towering Monstrosity: Because of its immense size.Hellstorm Cannon . Destroyer.Laser blaster . ARMOUR WS BS S FRONT SIDE REAR I A 2 4 10 14 14 13 1 6 Quake Cannon 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). Primary Weapon Ordnance 8. it is difficult for the Emperor Titan to engage targets that are too close. the size of their armmounted weapons surpassed only by the ordnance of the largest ships of the Imperial Navy POINTS: 4000 As they appear on the horizon. that move within 12" of the Emperor Titan’s feet count as moving through difficult terrain. its reactor goes nuclear! This is the same as an Apocalyptic explosion.Vortex support missile Two arm weapons from the following list: . except that the range is 8D6". their firepower unrivalled by any other land vehicle in the galaxy.Quake cannon .Vengeance Cannon . ACCESS POINTS: Models are deployed anywhere within 2" of the foot they are transported in.Apocalypse missile launcher . Primary Weapon Ordnance 3. Titanic Tread: When the Emperor Titan moves. they begin bombarding the enemies of the Imperium with an awesome and relentless barrage.Plasma Annihilator . All units. FIRE POINTS: three per foot (one each in the ‘twelve. Weapons mounted on the carapace of the Emperor Titan have a minimum range of 36". Primary Weapon. Primary Weapon Heavy 4.Inferno gun . three and six o’clock positions’ on each foot). Primary Weapon SPECIAL RULES: Reactor Meltdown: If the Emperor Titan suffers an Apocalyptic Explosion result on the Catastrophic Damage chart. 7" blast. Hellstorm Cannon Princeps command chamber Legio banners (note kill markings denote ‘Titan’ class foes) WEAPONS AND EQUIPMENT: Six carapace weapons from the following list: . 7" blast. except super-heavy vehicles and gargantuan creatures. the ground is rocked by violent shockwaves.Doomstrike Missile Launcher Plasma Annihilator Size Comparison WEAPON Plasma Annihilator* (rapid) (full) RANGE STR AP SPECIAL Carapace weapons: see Warhound and Warlord Titans. 7" blast.Volcano cannon . Apocalypse Barrage (10). Anything that somehow manages to withstand this long-range punishment is then mercilessly trampled under ground-shaking feet the size of a cathedral. way out of range of most of the enemy artillery.Vulcan mega-bolter . * The plasma annihilator can be fired in two modes with the profiles shown.Gatling blaster . 96" 120" 8 10 2 2 Ordnance 6.Plasma destructor . Hellstorm Cannon 96" 9 3 Vengeance Cannon Doomstrike Missile Launcher** 360" D 2 36-540” 8 3 . but does not scatter and instead uses the apocalyptic barrage marker to determine the fall of its five shots. ** The Doomstrike missile launcher fires like an ordnance barrage.
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. or. HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD . they must enter the table within 12" of the point entered by the Command Squad. ensuring that they each engage and destroy the most appropriate foes. the Heavy Weapons Company is tasked with the destruction of the greatest enemy threats. anti-infantry weapons lack the POINTS: 100 + MODELS punch to threaten heavily armoured units and anti-tank waponry cannot match the high rate of fire necessary to halt infantry swarms. is easily capable of scything down a marauding mob of Orks. if coming on from reserve. responding to huge concentrations of enemy troops or titanic engines of war with colossal firepower. when Heavy Weapons Squads are fielded as a full company. When they are fielded so. it is not unheard of for the entirety of a Heavy Weapons support company to take to the battlefield as a single formation. HEAVY WEAPONS SQUAD COMMAND SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS SQUAD HEAVY WEAPONS 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. The combined firepower of such companies.HEAVY WEAPONS COMPANY The Heavy Weapons Company of an Imperial Guard regiment is able to deal a hammer blow to the enemy’s forces. Target Acquired: Once per Shooting phase. As a result. Individual Heavy Weapons Squads tend to field weapons with a specific task in mind. shattering the spearhead of a Chaos Space Marine assault or annihilating the well-armoured tank convoys of the Tau Empire. when directed by a competant Imperial Guard officer. Whilst it is common practice to attach individual weapons teams to the regiment’s other companies. they work in concert with other elements from the Heavy Weapons Company. the owning player may nominate a single enemy unit within line of sight of the Command Squad.
When a company of Rough Riders commits to the fray the results are as deadly as they are terrifying. awaiting the perfect time to strike. the Rough Riders lower their lances and gallop into a thunderous charge. tasked with overrunning and destroying isolated groups of enemies. Rough Rider Companies rove ahead of the main Imperial Guard force. I have seen feral world savages braining each other with stones.ROUGH RIDER COMPANY Rough Rider regiments are rarely deployed as a single fighting force. The growling tremble of the ground is soon joined by the war cries of the riders. lances lowered as their mounts gallop towards their quarry. they present the foe with an inexorable wall of muscled steeds that tramples anyone foolish enough to stand in its way. warriors that are used to POINTS: 100 + MODELS operating as independent. ROUGH RIDER SQUAD ROUGH RIDER SQUAD ROUGH RIDER SQUAD . the land itself heralds their arrival as the beat of hundreds of hoofs sound like an ominous war drum. they must enter the table within 6" of the point entered by the Rough Rider Command Squad. The squad has the option to upgrade one Rough Rider to carry a Regimental Standard for +15 points. if coming on from reserve. The Rough Riders roam the landscape in search of the spoor of enemy formations and can track their quarry for days if necessary. A Rough Rider Company has the Flank March strategic asset. some of the greatest victories in the Imperium’s history have been won as the result of a Rough Rider Company’s reckless charge. all units in his formation within 6" gain the Furious Charge ability and receive +2 bonus Attacks instead of the normal charging bonus. it is those from feral and barbaric worlds that excel at this kind of warfare. However. and win. the warrior pride and tribal mentality of such regiments often leads them to pursue ever greater glories and take ever greater risks. and I have monitored the death of a whole planet at the hands of a virus bomb. On those occasions when they are fielded en masse. In any turn in which the Rough Rider Commander charges into combat. their specialised skills are instead often divided up to support other. Run them Through! At a roared command. The Rough Riders themselves are heard before they are seen. ROUGH RIDER COMMAND SQUAD ROUGH RIDER SQUAD ROUGH RIDER SQUAD 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. Of all the Imperium’s Rough Rider regiments. Born in the Saddle: All Rough Rider Units within 6" of the Rough Rider Command Squad have the Skilled Rider rule. But there is no more stirring sight in war than the charge of massed cavalry. I have seen Titans crush whole platoons underfoot. less mobile formations. Though bloody and costly. or.” Special Rules: Strike Force: All units in the formation must be deployed within 6" of the Rough Rider Command Squad. nomadic bands of hunters. Outriders: Rough Rider Companies use outriders to scout the land and are famed for tracking and encircling their foe. “I have seen war in all its forms. I have seen Space Marines drop to certain death.
Two sponsons. . each with one lascannon and either a twinlinked heavy flamer or a twin-linked heavy bolter . A Shadowsword may replace its two side sponsons with armour plates. increasing its side armour to 14 at no extra cost. each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. All Imperial Guard units within 24" of a Shadowsword Command Tank may re-roll failed Morale checks. This awesome weapon can cripple the largest war engines with a single shot. A high ranking officer is using the Shadowsword as a mobile HQ. Nothing short of the most powerful energy shields can hope to stop a direct hit from a volcano cannon – no amount of armour or cover can offer protection from it.Hull-mounted Shadowsword volcano cannon. Armoured engine casing Sponson-mounted lascannon Targeter MkIV Phateon pattern Shadowsword volcano cannon Aquila-pattern tracks Size Comparison. Shadowsword tanks have proven to be the natural enemy of Titans of all classes and sizes. At that point. A Shadowsword may replace the lascannons on its sponsons with targeters (+1 BS) at no extra cost. It may instead add two extra sponsons. . 5" Blast Destroyer. A Shadowsword may take a hull-mounted twin-linked heavy bolter for +25 pts. the Shadowsword is the one that mounts the largest and most powerful primary weapon in the arsenals of Mankind – the dreaded volcano cannon. delivering the killing blow with precise shots aimed at the Titan’s weak points.SHADOWSWORD SUPER-HEAVY TANK Amongst the many super-heavy tanks in the service of the Imperium. POINTS: 450 Throughout the history of the Imperium. Differently from their towering antagonists. they open fire with their targeter-guided volcano cannon.Searchlight and smoke launchers Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4 OPTIONS: A Shadowsword may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. the Shadowswords lie in ambush until the other units in the army have taken out the Titan’s shields. Sponson-mounted twinlinked heavy bolters High density armour plating UNIT: 1 Shadowsword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPTMENT: ARMOUR BS Front Side 3 14 13 WEAPON Rear 12 Volcano cannon RANGE STR 120" D AP 2 SPECIAL Ordnance 1. A Shadowsword may have the following upgrade at +25 points: Command Tank. pintle-mounted storm bolter. Primary weapon Heavy 1 Heavy 3 Assault 1 . pintle-mounted heavy stubber.
several Storm Trooper squads are required to combine forces to strike at a heavily defended. For the Storm Troopers however there is no better way to test their skills and no greater honour than to die in battle. POINTS: 150 + MODELS The Storm Trooper regiment is one of the few to have a permanent pool of Valkyrie Assault Carriers to carry them into battle. they may shoot. but rather it is to eliminate all enemy presence. Without pause or hesitation the Storm Troopers sweep through the enemy-held structure. if coming on from reserve. The casualties sustained in these actions are invariably high. they must enter the table within 6" of the point entered by the command craft. smashing through windows and doors before the enemy can mount an effective resistance. scouring any threat from the position. cutting down their quarry with efficient bursts of highpowered lasfire. the Storm Troopers take their enemy by surprise. SPECIAL RULES: Strike Force: All units in the Storm Trooper Strike Force must be deployed within 6" of the command craft. The Valkyries provide covering fire for the Storm Troopers as they towards the objective. Strategic Assets: An army that contains a Storm Trooper Strike Force automatically gains the Vital Objective strategic asset. With the speed of these aircraft to deliver them to their mission coordinates.STORM TROOPER STRIKE FORCE The Storm Troopers are the most elite fighting force at the Imperial Guard’s disposal. representing the defenders being caught by surprise. run. In addition. STORM TROOPER SQUAD STORM TROOPER SQUAD STORM TROOPER SQUAD FORMATION: 3+ ten-man Storm Trooper squads 3+ Valkyrie Assault Carriers* *One Valkyrie must be designated as the Command Craft. cover saves taken against hits caused from these shooting attacks suffer a -1 penalty. only death or glory await those who undertake such missions. This second round of shooting may be at a different target if you wish. then shoot again. Note that this rule only applies to the Storm Troopers. or. In exceptional circumstances. but vital objective. not the Valkyie transports. Storm the Objective: In any turn in which the Storm Troopers disembark from their Valkyrie transports. VALKYRIE ASSAULT CARRIER VALKYRIE ASSAULT CARRIER COMMAND VALKYRIE ASSAULT CARRIER . The Storm Troopers’ role is not to hold or secure the location.
Tallarn and Tingoya. 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. pintlemounted heavy stubber.Two sponsons. WEAPON Vulcan mega-bolter RANGE 60" STR 6 AP 3 SPECIAL Heavy 15.Hull-mounted Vulcan mega-bolter . the Stormlord’s devastating close-range firepower and vast transport capacity makes it highly sought after by the more mobile Imperial Guard regiments. As a result. the Stormlord’s primary combat role is that of close support to infantry assault waves.STORMLORD SUPER-HEAVY TANK With a weapons configuration suited for comparatively short-range firefights. each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. Not only can the Stormlord’s embarked Imperial Guard squads traverse the battlezone in relative safety. A Stormlord may replace its two side sponsons with armour plates. they can also be pressed into service to defend the Stormlord against waves of tankhunting enemy infantry. WEAPONS AND EQUIPTMENT: . Twin-linked heavy flamers High density armour plating UNIT: 1 Stormlord TYPE: Super-heavy tank STRUCTURE POINTS: 3 ARMOUR BS Front Side 3 14 13 . it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or at different ones). each with one lascannon and either a Rear 12 twin-linked heavy flamer or a twin-linked heavy bolter . SPECIAL RULES: All Power to Weapons! The Stormlord’s commander can order all power from the tank’s formidable reactor to be directed to the main weapon. pintle-mounted storm bolter. POINTS: 500 APOCALYPSE Even so. and only the boldest and most confident commanders are prepared to jeopardise their careers (and lives) by risking such a valuable war machine in the very teeth of the enemy. such as those raised on Catachan. .Hull-mounted twin-linked heavy bolter Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4 OPTIONS: A Stormlord may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. Super-heavy tanks are all but irreplaceable. It may instead add two extra sponsons. If the Stormlord does not move. FIRE POINTS: Up to 20 models may fire from the Stormlord’s fighting platform. increasing its side armour to 14 at no extra cost. Troop bay with crewserved heavy stubbers Armoured engine casing Main gun sights Sponson-mounted lascannon Vulcan megabolter in raised superstructure Aquila-pattern tracks Size Comparison.Searchlight and smoke launchers TRANSPORT: The Stormlord has a transport capacity of 40. Stormlord tanks are a rare sight in most Imperial armies.
Primary weapon No cover saves allowed Heavy 1 Heavy 3 Assault 1 . the Stormsword is also formidably equipped with secondary weapons for combat in the close confines of city streets. pintlemounted heavy stubber. It may instead add two extra sponsons. increasing its side armour to 14 at no extra cost. Used for street fighting and siege warfare. A Stormsword may replace its two side sponsons with armour plates. A Stormsword may replace its hull-mounted heavy bolter with a twin-linked hull-mounted heavy bolter at +5 points. 10" Blast. A Stormsword may replace both heavy flamers on its sponsons with lascannons at +20 points. each with one heavy flamer and either a twin-linked heavy flamer or a twin-linked heavy bolter . each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. this super-heavy tank carries a large Stormsword cannon. with enough explosive power to flatten a building in a single shot. each weighing in excess of 180kg. POINTS: 450 The siege gun fires huge rocket-propelled siege shells. .STORMSWORD SUPER-HEAVY TANK The Stormsword was originally a field conversion of the Shadowsword. A high ranking officer is using the Stormsword as a mobile HQ.Searchlight and smoke launchers Lascannon Heavy bolter Heavy flamer 48" 36" Template 9 5 5 2 4 4 OPTIONS: A Stormsword may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile. pintle-mounted storm bolter. . using a salvaged chassis with a new weapon replacing the volcano cannon. Armoured engine casing Stormsword cannon Size Comparison. Sponson-mounted lascannon and twinlinked heavy bolters Hull-mounted twin-linked heavy bolters High density armour plating UNIT: 1 Stormsword TYPE: Super-heavy tank STRUCTURE POINTS: 3 WEAPONS AND EQUIPTMENT: ARMOUR BS Front Side 3 14 13 WEAPON Rear 12 Stormsword cannon RANGE STR 36" 10 AP 1 SPECIAL Ordnance 1. All Imperial Guard units within 24" of a Stormsword Command Tank may re-roll failed Morale checks. In addition to its main weapon. the tank excels at close quarters.Two sponsons.Hull-mounted Stormsword cannon. A Stormsword may have the following upgrade at +25 points: Command Tank. Christened the Stormsword by troops.
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