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XTF 146 STRAICiHT SANDBACi WALLS Games Wor:
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S■■NISSI
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XTF 119 4 fTORY <ORNER AND XTF 118 J STORY <ORNER XTF 624 MEDIUM MANTRAP
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Models Currently Available:
Chaos Cannon of Khome $30 ■.s.s■■:
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Imperial Reaver Titan $140 postpaid, l
Single Baneblade Tank $60 makechec:
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Eld s eavy Grav Tank $38
ar Revenant Scout Titan Addition,
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$180
Tyranid Exocrine
Tyranid Malefactor $28
Tyranid Haruspex $33
$35
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INQUISITOD
Issue Number 16
INQUISITOR
Printed November 1997
INQUISITOR
IIIQIIISIF08 is published four times a year by Tim A401CFO■UM
DuPertuis, P.O. Box 14485, Santa Rosa, CA 95402-6485 CONTENTS
COltYRIGNI: All articles, scenarios and letters to the editor
are considered to be unconditionally assigned for publication Imperial Guard Armored Column
and copyright purposes. We retain the right to edit all mate- Imperial Chimeras Crusin' Down The Road ....... Cover
rial. Nothing may be reprinted in whole or part without writ-
ten permission from the publisher. Having said that, permis-
sion is granted to readers to make copies of articles, scenarios Open Forum
etc. for personal use. Copyright 1997 Editorial ......................................................................... •.. 4
IIIQUISlfOa is not a publication of GAMES WORKSHOP
LTD. Games Workshop®, Warhammer®, White Dwarf®, El- Chimera Variants for Warhammer 40,000
dar® and Epic® are registered Trademarks owned by Games
Workshop Ltd. Warhammer 40,000-Rogue Trader, Space Ma- Modeling the Chimedon, Chimerax, and Chimerro ..... 5
rine, Titan and Warhammer Fantasy Battle are copyright ©
Games Workshop Ltd. Use of the name of a product without
mention of trademark or copyright status should not be con- Chimera Variant Datafaxes
strued as a challenge to such status. This magazine contains Chimedon and Chimerax ............................................... 8
figures, drawings, images, sculptures and characters all rights
of which are the property of Games Workshop Ltd. All mate-
rial in INQUISITOR is intended to supplement Warhammer Hot Lead
40K rules and is strictly optional, to be used at the discretion
of the players.
Figure Reviews . . . . . . . ... ... .. . . . . . .. . . .. . . . .. . . .. .. . . . . . . . . . .. . . 10
OTHER STUFF
Lee Erickson is back with Hot Lead and there are datafaxes
and kit bashing instructions for making some of the old
Epic Chimera variants for use in 40K.
INQUISITOR
.....
s
\ '-'lln1pnny thnt
Squnt nrmy lis t in
ll thl'I\' is not a
·o , n bock issul'
·hides. Wl' nrl'
•f.print iSSlll':-1 lip
it out nt: http:/ / CHINEIIA YAIIIANIS IN
WAIINANNEII 40,000 BY Tim DuPortuls
CHIMEDON
The standard C himern turret is really too smnll to be able to
;ures hold a battlecannon breech block, much less nn autolondl•r
and gunner, so a Lemnnn Russ turret is used . A round holl'
is cut in the Chimern top dl•ck p i.rte which is thl'n notched to aCCl'pt thl' I .em,111 Russ turret, mnking thl' turret intercha nge-
abll' between C himedo n ;:md Leman
0 Russ (Sl'e photo ,1bove). The photo
SB.OD shows the new·hole cente red over the
•lite infantry originnl turre t mounting ho le. After
mnking this hole I dl'cidl·d that the
turret wou ld look bl'ttl'r if it was
ha centered on the vehicle, so I would
$6.00 suggl's t c utting thl' new ho le on the
vehicle Cl'lltl'rlinl' ns hns been done on
~MORY the o ther two C hime ra va riants.
• INQalSITOD
CHIMERAX
Four Imperial Guard
autocannon are glued
together in pairs after
trimming the guns so
that they fit together
well. Be sure to add
shell ejection ports on
the left sides of the
two left side weap ons
so that the turret
cupola isn't pelted
with empty shell
casings.
The camouflage tarps on the models w ere cut from a large piece of
cheesecloth that has been d yed forest green with Rit fabric dye, rolled
up and tied with thread. One piece of d yed cheesecloth will keep you
in camouflage tarps for many, many years!
The additional armor blocks all over the Chimerro are reactive armor
blocks from a 1/ 35 scale Lindberg T-80 model kit. The blocks have been
cut apart and mounted all over the vehicle to represent either the
Ablative Armor or Reinforced Armor Vehicle Cards.
INQ■ISITO■ 'I
...
--...
V&9CLE OATA
IIOVBIIEHT:
:S-.~
=
:-;:,,.:a: ==
r ·
I D6
1-2
3-5
6
Location
Tracks
Hull
Turret - -· - - - -
16
21
20
16
18
20
\
·~0::.. - ~
-
r·~ 06 Track Damage Table
RAIi V &,I I F: 1 The traeks are damaged but the Chimer.u keeps on running. The Chimerax may only move at
Slow speed for the rest of the game.
3.t:": ~ 3 2-5 1be tracks are destroyed. The Chirner.u moves out of control next tum and then comes to a
:ama;e ~ 2
~
~ • '1 permanent halt for the rest of the battle.
~.e -0 6 A track is blown off and the resulting damage smashes the drive shaft causing the Chimerax to
QEW:
Iii! flip over. The wreck comes to rest 06" away in a random direction. Any model it lands on
takes 06 S7 hits with a -2 saving throw modifier. Roll a 06 for each model on board. They are
killed in the crash on a 06 roll of 4. 5 or 6 with no armor save allowed. Surviving models may
l:JEJIE!na Jiliiil
dismount using the normal rules.
"'•-
:=u:E~~ -
--;;;-:a,:::J?7=o::e_.
- - ~~~a support n ½lide, one regular board. On a roll of 4, 5 or 6 they are hit and killed with no armor save allowed. 0
c ~ is, required fur
WEAPONS:
=
~
the purchase of each 4 The Chimer.u' s engine explodes, killing everybody on board with no armor save allowed.
1be vehicle is spun around to face in a random direction by the force of the explosion and
then comes to a permanent halt. -fl
r: -:ne :cnr ~ - --.£:.: » :' :n:: ::rib znd oc,e storm bolta "'i th a
::..:- :I-=: :re i= :::n., -.::a, lioabe,r :man or 52,.c,.. e::::r:< a l=Tl,t =:m>er ( insz;d of me
~ ~ ..... · ◄IM • I e,; . ~ Q::ie ~ ~ ::o::r.:,eJ lll tne hull 10-i!i\ a 90° field of
5 A spark ignites the Chimer.u' s fuel tank and it bursts into flames, killing everybody on board
with no armor save allowed. The flaming wreck moves out of control next tum and then ex-
plodes. The any models within 3" of the vehicle suffer a hit exactly as if hit by a heavy flamer.
•-
-.... -.. in!c msr. ~ Japaa :cn;;:me,:! :s::. ~ ~oooa. 'xrx. ~ oi me l2nk .,.ith a l&r 6 The Chimerax's ammunition explodes. The Chimerax is destroyed and any models within 3"
~ 1ii= u h ~ - 5 t . 7::><c~=z:• c.c..~ be fired~ azm;ponerl modds. All of the tank suffer 06 Strength 10 hits with a -3 saving throw modifier.
~ .--.:i:me:= >r:zh ~ "7".no:-'C==J =:- .i.15(.: ~ tmt:c ~ ii set of aaio-UlmcheJS
~~u-amf~ ~;,:ac:o - '-" ~ ~ U N J > d s i- 10 points/. D6 Turret Damage T able
1 The autocannons are damaged and may only be fired if you first roll a 4 or more on a 06.
2 The turret is jammed and may no longer rotate. The autocannons may only fire in a straight
DATA line at targets that are directly in front of them.
~ ToHC Sa-.e f.lmor 3 11le autocannons are destroyed and may not be used for the rest of the ba11Je.
..,_,<;r..r. 5"~ ~-'? 5h. ~ 9tr. D,,ci. "'°A Pen. Sp.;ciaJ 4 The autocannons are destroyed as above. but the explosion causes a flashback 10 the hull caus-
~;s.~n ing a secondary explosion. Roll on the Hull Damage Table to find out what effect this has.
t £'-. -3 2DS.a Sust.Fn1Dem::ti
5-6 The ammunition stored in the turret explodes and the Chimerax is destroyed. All models on
1 -1 06+4 Sulit. Fire 1D board arc killed and the turret is blown off, flying 2D6" in a random direction before ii crashes
to the ground. Anything under the ~pot where the turret lands on lakes D6 S9 hits with a -6
having throw modifier.
S378'1.l30'1W'10 X'11:::13WIHJ
•
F
Ii
s,
LILAND
e
l■ICKSON [
c
to get your t
. space marines chapter started if y ou are 0
Yo! 'Lottsa stuff! Here we go! From Ceo-Hex is a ~ow~g budget (hke me!). na r
line of SF human troops for their hard edged SF skinrush
system, Stargrunt. If you like a smaller size figure w~~ The Steel Warriors set contains plastic robots of thr
more realistic proportions in your 40K game then this 1s the different types (bird walker, large humanoid s llehe
figure line for you! The only down s_ide is the lac~ of any . . . ' ma uman
md) with separate clip on arms and weapons Th -
alien troops, but I expect that this will be solved m due 'd b . th . f · e small
h umano1 ro ot 1s e sIZe o a 40k Imperial Guard
time. In the mean time there's always the Tyranids (who
the large humanoid robot is noticably larger and sman,
will look even NASTIER standing next to a 25mm figure ...). · · 'd a tin'g, and the b'Ifd wa1ker is actually mor more
mhml b
Da Chief sez, "Check it out!" . l th th l . e su stan-
tia an e arge humanoid 'bot and includes a do rsal
mounted
. rocket pack. Depending on how you choose to
lron Crown Enterprises continues to expand their minia-
tures product line with a continual flow of new space paint them, these bad 'bots could serve your Epic army as
small Titans or your 40k army as Imperial robots or Ch
Andr?ids! At $25.00 a set the Steel Warriors are a real s~~~
fighter minis for their outstanding game Silent Death (40K
campaign, anyone?). The latest batch is for the supplement
Universal Night Watch, which introduces a unified anti- (pun mtended ... perpetrator to be purged by Inquisiti on ..')
Grub fighting force with new technol-
ogy for making the lives of the icky RAFM Silent Death Narwahl
bio-alien Grubs more "interesting." Transport and Aosho Light Carrier
The ship miniatures are produced by
RAFM miniatures of Canada and are
up to the usual high standards of the
crazed Canucks!
..
shutters, stowage, or whatever your
little orky mindz can think up! Da
Chief sez "Oii! Oat's me HOWZ!!!"
111Q•1s11oa
inally, this humble servant of the Emporer's will would description, scale, and many unusual imported kits from
'<e to bring to your attention a first rate mail order hobby around the world and all sorts of accessories such as tools
rvice that is a great resource for the SF kit bashing and decals, Squadron Mail Order is well worth the invest-
1thusiast. SQUADRON MAIL ORDER (1115 Crowley ment of $4.50 to subscribe for their catalog and monthly
rive, Carrollton, TX 75011-5010, (972) 242-8663) is un- updates for one year. Highly recommended! Da Chief is
>ubtedly one of the largest mail order hobby retailers in already firing up his "Kustom Far Talkin' Ping" to place
e U.S., and best of all for us kit bashing fiends, they run another parts order!
·onthly model kit SALES! Carrying plastic kits of every
INQUISITOR 1t
11,- ,c--s r: ~ Front ~ Rear
21 +3 - 10 +1 +2
T y p e : Walker ~ Leg
Head
23 Leg 22 Leg 22
Pha ntom Ti tans a rc , ·ery agi le, so may change
25 Wings 22 Wings 22
Body 22 Body 22 Body 20
th eir facing by up to 45 • at the s ta rt and at the
end of their mo\'e m e nt for free. Weapon• 21 Weapon• 21 Weapon• 21
* H its weapon clos e s t t o attacker
WS, BS, I, A, and Ld a re based on the Dtc Leg Damage Table
ch aracteristics of the c re w as modified by the
The Phanto m is knocked sprawling . It staggers D6" in a random direction. colliding with anything
factors s h own above . moved into.
M WS BS S T W I A LO The thick armor plates on the Phantom's leg hold. but the force of the blow slows it do wn . The
Spirit Stone - 6 6 6 3 10 Revenant may not move in its next tum.
Eldar Guide 5 4 4 3 3 1 6 1 9 The leg is seriously damaged. The Phantom may no w o nly limp 06" per tum.
Eldar Gun'r 5 4 4 3 3 1 6 1 9 The leg is blown off and the Phantom crashes 10 the ground. It may not move or attac k for the resl of
the game and is effectively destroyed.
The spirit stone 's characteristics should b e u sed
for a ll operations (apart from movment) as long D6 Wea pon D a mage Table
as it is still functioning. 1-2 The weapon is jammed o r panialiy damaged and can only be fired if you first roll a +4 on a D6.
3-5 The weapon is tom fro m the Phantom's body and is destroyed.
~~ ~:-~;:;..
I
RAM VALUE 6 The weapon explodes! The explosion flashes back to the Phantom's body. bypassing all armor and
Strength:
Damage:
10
D20
~ '. ~· -~~·-
...~..f._,,," ' l , •·. '-~-.,
~ causing a secondary explosion. Roll on the Body Damage Table to find the effect of this explosion.
Ill ...
,.._,."'f!tl""I",,._
~~
INQUISITOR
.,
SUPER-HEAVY BANEBLADE ,J
'I
\
••
BANEBLADEDAMAGETABLES
VEHICLE DATA
MOVEMENT:
1 Tracks
Slow Combat Fast
2-4 Hull
4" 8" 12"
5 Sponsons*
Type: Tracked Main Turret
6
• Hit sponson closest to firer.
RAM VALUE:
Strength 10 D6 Track Damage Table
Damage D20 1-3 The tracks arc damaged but the Baneblade keeps running. The vehicle may only move at Slow speed for 1he
rest of the g3me.
Save -6 4-6 The track is bJown off. The Bancbladc moves out of control next tum and then come~ to a pcrmanen1 hall for
the rest of the battle.
CREW: WEAPONS: D6 Hull Damage Table
1 Tank Commander Turret mounted battlecannon and lascannon, both 1 The hull mounted heavy bolter is destroyed and may not be fin:d for the rc'i'.I of the bonlc.
1 Guard Driver with taxgeter and a 360" field of fire (both weapons 2 The hull mounted baulccannon is destroyed and rnay no1 be fired for the rcs1 of the baule.
2 Guard Hull Gunners must fire with in the same 45· arc). In the hull: one 3-4 A large explosion 1ears through the crew companmenl. Ro ll a D6 for coch c rew member. On a roll of 5 or 6
battlecannon, and one heavy bolter, each with a they ore hit and killed.
4 Guard Sponson Gunners 5 The Baneblade's engine explodes, killing the crew. The tank is spun round 10 face in a r.tndom d1~i..'IJOn by
taxgeter and a 90" arc of fire to the front. In each the force of the explosion and then comes to a pennancnt hale.
(2 lascannon, 2 bolters) sponson mount, on lascannon, with targeter and a 6 The Banebladc's ammunition explodes. The Bancbladc: is destroyed :md any models wuhrn T' of th~ centcr
2 Guard Turret Gunners
i 180" field of fire to the side o f the vehicle and three
bolters, each covering 60" of the lascannon fire arc.
of the tank suffer D6 Strength 10 hits with a -3 saving 1hrow modifier.
0
•"'-
.-. Sponson mounted bolters may all be upgraded to D6 Sponson Damage Table
heavy bolters for a cost of +60 points. 1 The bolter ammo feed is destroyed and the boilers may not be fired for the n,st of the battle.
2 The la.~ annon is damaged and may only be fired or you first roll a 4 or more on a D6.
The Baneblade is fitted with auto-launchers with 3 The lascannon is destroyed and may not be fired for the rest o r the balllt:.
0
..
frag or blind grenades. Frag defender rounds may 4-5 The shot rips 1hrough the sponson destroying the lascannon and all the bolter... Roll a D6 for each gunner
D be added at a n additional cost of +10 points. On a roll o r 4+ the gunner is killed w ith no armor save allowed.
-
6 A massive explosion rocks the sponson. All spon.w n weapons are destroyed. both g unners arc killed aod the
sponson is tom from the side of the tank. Roll a 06. o n a 4+ the expl~ ion causes a secondary explos ion in
~ the Hull. Roll o n the Hull Damage Tobie to find out what effe<.·t thi~ ~econdary explosion ha.s.
Special
l}.20 r1t1
·i:; -"t ll6...f' D6 Main Turret Damage Table
i..-aion 0-20 20-60 - 9 206 -6 1
2
The lascannon is damaged and may onJy be fired if you first roll a 4 or more on 3 06.
The battlecannon is damaged and may only be fired if you fir.a roll a ~ or more on a D6.
Heavy Bolter 0-20 20-40 - 5 D4 -2 D4+06+5 Sust. Fire 2D 3 The tum:t is jammed and may no longer rotate. The weapons may only fire in a c.1n1ight line at targets that
Bollllr 0-12 12-24 +1 1 1 -1 06+4 an: directly in front of it.The lascannon gunner is killed with no armor save a.llo\lo.ed. Unless hi::, position is
taken over by another crew member. lhe la.._~annon may no longer be fired.
Auttrlauncher 6 -as Grenade type - 4 The baulecannon is de:,troyed and mny not be fired for the rest of the battle. The b.11tlccannon gunner is
Frag Grenade 3 1 -1 06+3 2 " Blast marker killed with no armor sa,e allowed. Unl~ss hb po!>ition is taken o,·er by ano ther crew member. the b3ttlecan•
2" Blast matl<er non may no longer be fired.
5·6 The ammuni1ion siorcd in the tum:1 c.plodes and the BaneblaJe is destroyed. All !he cn:w are killed Jnd the
turret 1s blown off, flying 2D6" in a rJndom d irection before it cr.ishc~ to the ground. Anything under the
, pol where ii lands Hikes D6 s1n,ngth 9 h11s "'"' a -6 saYing throw.
-
VI
SUPER-HEAVY SHADOWSWORD
TANK COMMANDERS
Imperial Super-Heavy battle tanks are massive fighting
machines which look more like mobile fortresses than tanks To ensure that super heavy tanks operate effectively in
and bristle witl1 powerful weapons. Both the Baneblade combat situations Shadowsword are commanded by a
and Shadowsword are as big as a building and carry special crew member known as a tank commander. The
enough firepower to devastate the opposition. tank commander occupies the command cupola situated on
tile tank's turret, where he is afforded a 360° view of the
MOVEMENT battlefield. From this position he may spot targets and
Super heavy vehicles can move over low walls, hedges, potential threats and direct his crew accordingly.
rubble and trenches witllout penalty, knocking down walls
and hedges and collapsing trenches in a 6" wide patll. Tank Commander Rules
The tank commander can direct tile fire of the tank at any
PSYCHOLOGY one target. All weapons firing at tllat target are+1 to hit.
The Shadowsword causes Terror as described in the The tank commander may only fire a weapon if tile
Psychology section of tile rulebook. weapon's gunner is killed. If the tank commander takes
over a weapon, he fires the weapon using his own BS, but
VEHICLE CARDS may no longer direct any weapons fire, even for his own
Shadowsword are so huge tllat any additional work done weapon.
to them costs far more in time and materials tllan it would
to a normal vehicle. Consequently, some Vehicle Cards cost IMPERIAL GUARD ARMY LIST: SUPPORT
more when used on Shadowsword. SHADOWSWORD ..................................... 350 points
An Imperial Guard army may include Shadowswords.
Shadowsword Vehicle Card Cost Shadowsword points come from the Support section of the
Ablative Armor 45 Imperial Guard army list. The Shadowsword is crewed by
Bulldozer Blade 45 eight Imperial Guard crewmen and a tank commander, all
Ceramite Armor 50 wearing flak armour (6+ save) and carrying laspistols.
Aux. Storm Bolters Not Available
Electro-hull 20 Troop Type M WS BS S T W I A Ld
HK Missile 30 Imperial Guard 4 3 3 3 3 1 3 1 7
Heavy Flamer Upgrade 10
Tank Cmdr. 4 4 4 3 3 1 4 1 8
Null Shield 35
Reinforced Armor 50
Searchlight 5
Supercharged Engine Not Available
Vortex Detonator 50
•• INQUISITOR
SHADOWSWORD DAMAGETABLES
VEHICLE DATA
MOVEMENT:
Slow Combat Fast 1 Tracks
4" 8" 12" 2-4 Hull
Type: Tracked 5 Sponson•
6 Volcano Cannon
"Hit a pons on closest to firer.
RAM VALUE:
Strength 10
Damage 020 06 Track Damage Table
Save -6 1· 3 The ,ruck I" dnmngcc.J bur lhc Shn<low11,worcJ keep" 1m running. 'l11c Shudow,'iwurcJ umy only 11w -.·c of Slow
WEAPONS: ,i.pcctl for the rc,1 of the g:u11c.
One Volcano Cannon m ounted in the hull. The 4-6 ·n,c Irack •~ blown off. T he Shudo w,wonJ moYc" out o f conlm l ncAI 1um and c.:umc, 10 n pcr111:111cn1 11.111 for
CREW: lhc rc ,1 of lhc hanlc.
Volcano Cannon is fitted w ith a targeter and may
1 Tank Commander
only fi re at ta rgets directly in fro nt o f it. Also in the 06 Hull Damage Table
1 Imperial Guard Driver hull, one heavy bolter wilh a targeler and a 360" 1 TI1c hull mou111c.:d hcuvy bollc r ,~ Uc,1roycd and n wy 1101 be f1rcJ for 1hc rc,1 of l hc bull le.
3 Guard Hull Gunners field o f fire and one bolter with a targeter and a 90• 2-4 A hlfl(C cxplo"1011 tcanc 1hrough lhc c.:rcw c.:0111p11r1111c111 k o ll a U<, for cac.:h c.' IC\\ mc111hcr CJ11 u roll u( ~ ,1r lt
•-
4 Guard Sponson Gunners field o f fire to the front. In each sponson m ou nt, o ne rhcy nrc hll 111ul killctl.
(2 lascannon, 2 bolters) lascannon, with targe ter and a 180' fie ld of fire to 5 The Slmdow1'w11n.J'• c11g11u.: e xplode~. k1 lll11g the i.: rc w. The 1,111k ' "' , pun round to 1',1L'C 111 u 111mJ0111 d1rcl'.lm11
hy the force ul lhc cxplrn1lon uml the n l'.OIIIC"I lo 11 pcrn1a11c 111 hull
1/j the s ide of the vehicle and three boilers w ith 8
•-
't11c S hud11w11wonJ', 11111111111111ion c xploJc,. lollmtt the uc w 'I he .' ihullow,worJ ,, c..lc1'1ruyctl nr11I n11y llhtdrh
targeters, each covering 60. o f the lascannon fire arc .
.
w11h111 J" o f the ttrnk , uffcr 1)6 S1rcllt(lh 10 1111111 w11h :t 1 "llYIIIH th,o w niud1hcr
The Shadow1,word is fitted with auto-launchers
~ wi lh fra g or bli nd g renades. Fr.ig defender rounds 06 Sponson Damage Table
0 m ay be added a t an additio na l cos l of +10 points. 1 ·111c hu ller 111111110 fci:tl "Jc,troycd 1111,I lhc hollcr, 11my nut he tired tor the 1c,1 of lhc h.111lc
• WEAPON DATA
Rango To Hit Savo Armor
2
3
4 ..5
·1he hl'c11nno11 iii d11111ugcd 1111d 111ay n11ly hl' lhr d ol you tir, 1 mll it .. or 111111c 1111 11 l)h
·1he lu,4.!u1111un " dcllitrnycd 11ml 11111y 11111 he li•~ll tor the rc,t ol the lmlllc
'111c ,ihol rip8 1hro11 ~h rhc !'fHH1,,,11 dc\llOYllllil thl' lmu.:m11111n 11ml nll the lk dlc r" . 1<11II n I )(, fo r cad1 fl.llllllrr
Weapon Sh. Long Sh. long Sir. Dam. Mod. Pon. Special 011 u roll o r 4 • he 1, k1llcJ w11h no nrn10, 1r1uvc ;1llowccl
8 /\ ma11,ivc cAplo\ lon r'1 M. k11 1hc , ,X.111,011 All ' ll4 tll"lHI wcupo1111 tuc ,tc,1111ycll, both ~l11111c1, 111c l 1llc1I 11ml the
Lascannon 0-20 2o-60 9 206 ~ 306+9 ' IH111 1u111 IN 111ru from the 111t.lc or the lnnl-. l(ull n 1)(1, " " u 4,. the cJ1. plo'l1t 111 \.Ull•o:, u ,cc.oiu.lnry C'.\plo \11111 in
Volcano Cannon 0-2020-98 . the hull. Holl 011 lhc I lull lJ11111ugc Tuhlc 111 1111d 11111 whul clll'\.l lh111 "C'Ct11ulu1y C-'fl hl'li1111 1111-.
10 S+D10 ~ 06+D10+15
0-20 20-40
e 010
5 04 -2
-~ 06+D1M 3• 91Nt~
04+06+5 Su1L Fire 20
06
1-2
Volca no Cannon Damage Table
·1he Volcuno C'u11nu11 '" d1111m1<c,I llllll 11111y o nly he li rnJ If yuu n,,1 w ll u ,l 11r 111orc 1111 11 l)r,
3 ·1he Volc 11110 ( ' un11P11 Jlll1111c1 1111 k1llc,I wi1h 110 111111111 11111vc ull uwcll. t f11lc,11 hi, po, IU011 I, 111kc11 0\1'1 h)' 1111
0-12 12-24 +1 4 1 ·1 06+4 111hc r c1r w 111c111hc1. Ilic Voh.:uno ('1111111 111 111ny 1111 111111:tct he l11c U
4-5 I he V11k1111u ( '11111w11 I, tlc,11uycd uml 11111y 11111 he lltc,I 1111 1hc , r,1 ol the h11llh-
Auto-launcher 6 n Grenade type 8 /\ fr rnk , hol J)Clll· ll1tc, the Vu lc111111 ( ' un111111 , puwcr p,h.k\ All ul the 1~1wr1 '" rl'lcn,C'd ,II 1111'-c 111hl lh\· \ Im
FragONnlde 3 1 ·1 06+3 2"BIN1~ llow11wo u.l C.l. ph tilc111, llvhll114( up tlm ~i-.y 111 u ,111,c(tnc11l111 J1"pl11y 111 IHI\CI h~hl, A ny 1111~ll•I, \\·11h111 I ' ot l ht•
Blind Grenade 2 " BIHi Marker 11111k , 11Hc1 1)(1 Strcn~tfl 10 hi!, w11h n I 11uv111tt thww 111Ht hl 11•1 111 111h.l11 11111 , 1hc hl,1, 111111~, h1 ullr'-1"' 1111 111\·n
ll)<t" 111 ll111111t•1.:1 '" If 1111 '-' Ith 11 1'111111111 l-lu,h )'ll't1111lc
14•J/sii-1i•}iiff1•1MM
D■t■f■x •roduc•d bY lnClUltltor N■- ■ zln•
.-..
ELDAR TEMPEST CiRAV TANK
The Eldar Tempest is a large, well armored and armed fig~ting normal vehicle. Consequently, some Vehicle Cards cost more
machine. Like other Eldar vehicles it is powered by an ant.Jgrav- when used on Tempests. Tempests may only use Eldar Vehicle
ity motor which enables it to glide or skim over the ground Cards.
surface. The Tempest is armed with a potent double barreled
laser cannon wh.ich is capable of destroying the most heavily Tempest Vehicle Card Costs
arrnored opponent. Turret mounted shuriken cannons and hull Crystal Targeting Matrix 15
mounted shuriken catapults provide protection against infantry. Crystalline Web 25/loc.
Holofield 30
MOVEMENT Spectral Shield 30
Although the Tempest operates in a similar fashion to a jetbike or Spirit Stone 15
a Vyper, its larger size means that it does not have same level of Talons 30
maneuverability as these much smaller vehicles. Vectored Engines 50
The Tempest follows all of the new movement, crashing and TANK COMMANDERS
HTH combat vs. large skimmers rules that are about to be A Tempest is very difficult to control on the battlefield. To ensure
released with Games Workshop's new Falcon model. A Tempest they operate effectively in a combat situation Tempests are
may still make pop-up attacks, just like a normal skimmer. commanded by a special crew member known as a tank com-
mander. The Tempest tank commander is a Guardian who is
TEMPEST PULSE LASER h.ighly experienced in using Eldar armored vehicles in battle. The
The pulse laser is one of the most sophisticated laser weapons in tank commander resides in the tank's main turret, where remote
the galaxy. Essentially the pulse laser is a lascannon that is sensors afford him an all round view of the battlefield. From this
capable of firing several pulses of laser fire. The twin-linked position he may spot obstacles and potential enemy threats and
Tempest version of the weapons is a little more powerful than the direct the driver and gunners accordingly.
similar Falcon weapon
Tank Commander Rules
To fire the Tempest twin linked pulse laser, first nominate a The tank commander can direct the fire of the tank at any one
target using the normal targeting rules and roll two sustained fire target. All weapons firing at that target are + I to hit. The tank
dice. The total number rolled is the number of shots you may fire commander may only take over a weapons if the weapon's
with the pulse laser that tum. If any Jams are rolled, ignore the gunner is killed. If the tank commander takes over a weapon, he
first Jam. Any further Jams are treated as normal Jams. At least fires the weapon using his own BS. but may no longer direct any
one shot must be fired against the nominated target, other shots weapons fire, even for his own weapon.
may be fired at targets within 6" of the first. Roll to hit and
damage for each shot individually. ELDAR ARMY LIST: SUPPORT
TEMPEST ................................................... 320 points
PSYCHOLOGY The Eldar army may include Tempests. Tempest points come
The Tempest causes Terror as described in the Psychology from the Support section of the army list. The Tempest is
section of the rulebook. crewed by five Guardians and a tank commander. all wearing
mesh armor ~5+ save) and carrying las pistols.
VEHICLE CARDS
Because Tempests are so large, any additional work done to them Troop type M WS BS S T W I A Ld
generally costs far more in time and materials than it would to a Guardian 5 3 3 3 3 1 4 1 8
Tank Cmdr. 5 4 4 3 3 1 5 1 9
. INQUISITOR
TEMPESTDAMAGETABLES
'
MOVEMENT:
Slo w Combat Fast
1 G rav Engines
8" 20" 26u
2-3 HuD
Type: Skimmer 4 S huriken Cannons
5-6 Main Turret
RAM VALUE:
Strength 9
Damage 012 06 Grav Engine Damage T able
Save -5 1-4 Tbcgn- ~ z r e ~ n . . T ~ ~ t.:r :zic~ rt u,,, ~~-•;;;i...,.~
5-o Tb,=' ~ zr:-.i....~•ei ~ =
T ~ ~ .... ::r ~ --tt F-,.._--.,, C :"tihmf
rok:s l.
CREW:
1 Eldar Tank Commander WEAPONS: 06 Hua Damage Table
1 Eldar Guardian Driver T-.,.-in-linked T empest pulse l;i.sers 1 The piko is bilo:i. 11,e T ~ • 'II m..-..,e .:u ,-. .:cnr.:-4 imcl llD'>IJJa m..'U<' :aL.- """'
1 Eldar Guardian Main T·u rret Gunner mounted in the turret. equipped "ith a 2-3 .-\ lm!" e ~ ~ ~ ~ ~ '°'c:p,r.:mcm liL:>ll .a De, ).:,r ea::21 m.--,ac. .a: r,.-.m:,:, l ni a
1 Eldar Guardian Shuriken cannon tugeter and ha,ing a 2,~· field of fire n:xlof 5..-.o~ .r!'!:m~l.i!kd-
(90. front. 90" right side, 90· left side). 4 "P.r T ~-, enp::,:,; eq,lo.k. ~ di -:x m.-dol,. . - h.-...-:1 n..- T::m:,c,.-: .,. -<;,ur """"'-' L
Gunner face 2 noJ..---.:::i ~ - , , , ~ m:- icr.r c<oe ~ m,j niai =,,,..-.o -.c: f-1lbWI C=-»mr --uoe.
•-
2 Eldar Guardian Shuriken Catapult 5 -" s p m \ : ~ a r T ~-,-:ucl.,.,n,.,mj• ~:ma,,::lmnc>.. ~all_..,,.,,,_ :tt "'-"1111:. -,,..
Gunners T win linked shuriken c.umon
~ ...=-::1,. ~ = F..i..,.,,, c ~ =k:>. -""""""" ~ " " " ' ~ ,.-.nur: ,. ,11 tnc
mounted in the turret "ith a tugeter , ~ 15 ~ lll ~ ,:~--....._ ~ ~ " < " =~ .,.
..
If - :.. a i.::,,,, "!lam:,,:
0 and a 360" ficld of tire.
•- Two sets of triple linked shuriken
6 Tir T ~~s m:mcm:>..-m ~~ ~ IX v:::n=l:- 1L'"ME": Ill ~ ar 7k ~ =m:-c-,;: r,. ~-~
J0.3 .a::J C l l ~ ..."El ~"\l!!C"j .!r:' ~ . i ~ -:n..~ lli."'mUt. J· ~ ar 11,:aru,•..--.: ~ :"lr-i ~J!!t 1: bJb
6 n.,. ~="""""-- .r:: ..i.-:=-- '!'~,,, r-.-..e :R..-.I: ~ !'I:, 011 ~ - m, ~ . : a u , . : : , . ~ -=:..-.n.:s:r--
~'"Q..."'C O ~ Hcll. ~ ~"'l!!~"Jl ?b:'Hl.JL ~ T lL~L"'1 '5:n.:i .:,u_ " - - ~ ~ ~ , ~-.::r,. .:,;;p4,.-
~"'G'S~
c.tar,
0-20 2.0-40 +1 5
4
[M -3
-2
04.06+5
06
SUst.Rre2D
~ F.•J..,-.. ..._~~ nue,. , u er m.-..:,cl,, .-.,, :-..--.:i""" b!i,,c ,m.:: u..-
,::o::,.· 111 .a ~ " U R ~ ~ " l t l . ~,::- :a~ lb!- ~,un.:. ~ .un.a:r lb:"
= , . "'-"""""~~Ill'.':~
-
•
.•
CHAOS CANNON OF KHORNE
MOVEMENT:
Slow Combat Fast
8" 1 Wheels
Due to the ungainly nature of 2-4 Hull
the Cannon of Khome it is 5-6 Warpcannon
always limited to two turns of
up to 45 degrees during its
movement phase. D6 Wheel Damage Table
CREW: 1 The wheels are damaged but keep rolling. The Cannon of Khome may only move
1 Chaos Cultist driver D6 inches per tum for the rest of the game.
1 Chaos Cultist gunner 2-5 A wheel is destroyed. The Cannon of Khorne moves out of control next turn and
then comes to a permanent halt for the rest of the battle.
RAMVALUE: 6 A wheel is blown off and the resulting damage causes the Cannon of Khorne to
9 Strength flip over. The wreck comes to rest D6" away in a random direction. Any model it
D20 Damage Trooper M WS BS S T W I A Ld lands on takes D6 S7 hits with a -2 saving throw modifier. Roll a D6 for each ·
-6 Save model on board. They are killed in the crash on a D6 roll of 4, S or 6 with no armor
Chaos Cultist 4 2 2 3 3 1 3 1 5
save allowed. Sw-viving models may dismount using the normal rules.
WEAPON:
i One Warpcannon. The Warpcannon is
only allowed to fire straight ahead.
The D lO roll divided by 2 is the radius of the
Blast Marker as shown below.
D6 Hull Damage Table
0
•-
IA Rolling to Hit
1-2 =I "' blast marker
3-4 = 2"" blast marker
1 The driver is hit and killed with no armor save. The Cannon of Khorne will move
out of control until another model takes over.
~ "
•-
1-4 No effect.
armored vehicle target on a 06 roll of 4 , 5 or 6, rather than only on a roll of 6 5 The Cauldron of Blood's engine explodes and the vehicle is spun round to
as is the case with the lnferno Cannon. face in a random direction by the force of the explosion and then comes to a
0
~
•- SPECIAL: 6
permanent halt. It may still fire.
A spark ignites the Cauldron of Blood' s fuel tank and it bursts into flames.
; As a demon eng ine of Khorne, the Cauldron uses the Demonic Posession and The Cauldron of Blood is destroyed and any models within 3" of the vehicle
suffer D6 Strength 10 hits with a -3 saving throw modifier.
• the Destroyer vehicle cards from the Chaos codex. These cards are already
reflected in the datafax. See the vehicle cards in the Chaos codex for full
details.
D6 Blood Cannon Damage Table
1 The blood cannon is damaged and may only be fired if you first roll a 4 or
more on a I D6.
PSYCHOLOGY: 2-5 The blood cannon is desiroyed and the weapon may not fire for the rest of the
The Cauldron of Blood causes Terror as described in the Psychology section game.
of the rulebook. 6 The blood cannon is destroyed as above, but the explosion causes a flashback
WEAPON DATA to the hull causing a secondary explosion there. Roll on the Hull Damage
Range To Hit Save Armor Table to find out what effect this has.
Weapon Sh. Long Sh. Long Sir. Dam. Mod. Pen. Special
Blood Cannon Hvy Flamer Temp. 6 D6 ,4 206-H; See above.
..-
TYRAN'"™ e~OORlNe™
TYRANID EXOCRINE:SPECIAL RULES AND WEAPONS including the - I hit modifier for Ovcrwatch targ .1. • .
. . . c s coin,ng 0
The Exocrine is undoubtediy the most specialized of all the cover 1f applicable. During the Tyranid shooting nh• . , ut of
. ,, asc (1101
Tyranid bio-war machines, bred for the purpose of s~riking at the movement phase), the Exocrine automatically fires ·1•.
. . " . . ' s spore c .
foe from long range while more conventional Tyranid constructs once al each enemy model within 8 that 1s not in cl< . Ysts
>sc comh·
close in to attack with tooth and claw. The highly developed with the Exocrine. Dreadnoughts and closed vehicles ., , at
, ure ,l 1Way ,
forelimbs of other Tyranid creatures appear to be absent from the ignored. s
Exocrine body form, but the distinctive bony head frill and long
tubular bio-cannon were originally the creature's forelimbs. Close Combat
These have fused together and expanded considerably to achieve The Exocrine uses its Ram Value for any damage innictcd b ..
. . I Y1t 1n
their new purpose. close combat. Because ~ h_e Exocnne 1s so arge, the extra dice and
+ I WS bonuses for add1t1onal attackers do not apply in any cl o~c
The Exocrine fires high velocity chitin shells, which with the aid combat with the Exocrine.
of their silicon-based penetrator core, can punch through even
Titan armor with ease. The shells are simple but deadly, penetrat- Ramming
ing the target and releasing an acidic slime fungus which repli- Most vehicles are not designed for ramming, hence the ramming
cates rapidly and cause severe damage to complex systems. rules where both vehicles in a ram/collision can be damaged.
Tyranid vehicles, on the other hand are semi-sentient creatures
More short range destruction is supplied by outgrowths of genetically designed for close combat. When a Tyranid vehicle
virulent spores on the creature's carapace. An autonomic nerve rams or charges another vehicle, work out damage to the other
function fires in the presence of non-Tyranid bioforms with the vehicle as normal. For the Tyranid vehicle the location that
speed and hitting power of bolters. actually touches the other vehicles is hit on a D6 roll of 4, 5 or 6
and other locations are hit on a D6 roll of 6. Work out damage for
Exocrine are driven by instinct and are liable to become confused any hit locations as normal.
and uncoordinated unless they are controlled by the Hive Mind.
The Exocrine's natural instincts have been genetically altered to Nest
make it Nest, remaining stationary and hurling its chitin shells at If the link to the Hive Mind is severed as a Body Damage Table
the nearest enemy in the firing phase. result, Lhe Exocrine will Nest. When Nesting, the Exocrine will
remain stationary and fire at the nearest enemy (individual, squad
Bio-Cannon or vehicle) in its shooting phase. It can defend itself in close
The Tyranid Bio-Cannon fires a hardened chitin penetrator that combat as normal.
releases a virulent slime fungus after blasting through vehicle
armor. The fast acting slime dissolves anything its path, staying Psychology
active through more than one tum. The Exocrine is immune to psychology and causes Fear.
On the Tyranid player's next tum (shooting phase) following a BiomorphsNehicle Cards
slime fungus round penetration, roll again (with a -1 modifier) on Biomorphs and Vehicle Cards may not be used on the Exocrine.
the same hit location Damage Table to represent the continuing
action of the slime. Each subsequent tum repeat with an addi- Targeting
tional -1 modifier. If the modified result is ever Oor less, the The Exocrine is targeted as a vehicle, 110 1 as a Monstrous Crea-
slime has become inactive and no further rolls are made. ture.
For targeting purposes the Exocrine may ignore targets that have Psychic Attacks
already been penetrated. The Exocrine relies on the destructive Bolt Of Change, Force Dome. Hammer of Fury, Eld rich Storm,
power of the slime fungus to finish off the enemy target, so it and Assail affect Tyranid vehicles (Exocrine, Malefactor, Haru-
considers one penetrating hit enough and goes off to hunt other spex, Dactylis, Trygon) as vehicles. Vortex, Aura Of Decay,
vehicles. Aquiescence, Pink Fire OfTzeench, Executioner, Kop Dis and Da
Crunch work as normal. The Leadership test-based Powers
Spore Cysts (Domination, Smite, Scourging, Beam of Slaanesh, Pavane of
Spore cysts are the Exocrine's automatic response to the presence Slaanesh and Storm Of Wrath) will apply to any Tyranid vehicle
of non-Tyranid bioforms. Each enemy model that moves within that is outside the range of a Hive Node (Hive Tyrant, Tyranid
8" of the Exocrine is fired at immediately using the Exocrine's Warrior).
BS, the spore cyst weapon stats and normal shooting modifiers
.a.a INQUISITO■
VEHICLE DATA
MOVEMENT:
Slow Combat Fast 1
5" 10" 15" 2-4
TYPE: SLUG (TRACKED) 5-6
RAM VALUE:
D6 Foot Damage Table
Strength 8
1 The foot is damaged but keeps sliming. The Exocrine may only move Slow speed for
Damage D12 the rest of the game.
Save -5 2-5 The foot is destroyed. The Exocrine comes to a permanent halt for the rest of the battle.
6 The foot is splattered across the landscape and a massive muscle contrac tion causes the
Exocrine to flip into the a ir. The Exocrine is killed and the s moking remains come to
rest D6" away in a random direction. Any models unde r the remains take D6 S7 hits do-
ing one point of damage each. with a -2 savi ng throw modifier.
•-
1 The hit disrupts the Exocrine's central nervous system. severing the link with the Hive
Mind for the next Tyranid tum . (See Special rules)
SPECIAL: 2-3 The hit damages the Exocrine's central ne rvous system. severing the link with the Hive
•-". '
0 If the Exocrine's link with the Hive mind is severed, it w ill Nest. While Nesting Mind permanently. (See Spec ial rules)
0
- it will remain stationary and fire its chitin shells at the nearest enemy target,
whether vehicle or infantry. The Exocrine is immune to psychology, and
cau ses Fear.
4-5 Oooohhh, that REALLY hun. The Exocrine looses all control and runs amok in its next
movement phase. ramming the nearest model. unit or vehic le (friend or foe). or turning
and shooting at the nearest unit if there are none within moveme nt range. At the end of
• WEAPONS:
6
the following close combat phase the Exocrine then collapses a nd dies.
The Exocrine' s s lime fungus ammunition ruptures. destroying the Exocrine and spray-
ing slime fun gus over any models within 3" of the Exocrine. causing D6 Streng th 8 hib
One Bio-Cannon with a 45° field of fire to the front and spore cysts with a with a -3 saving throw modifier.
360° field of fire (see rules).
D6 Bio-Cannon Damage Table
WEAPON DATA 1 T he adaptive nerve bundles lining the Bio-Can non are damaged a nd it may only b.: tired
if you first roll a 4 or mort: on a I D6.
Range To Hit Save Armor
2-5 T he Bio-Cannon is destroyed and the weapon may not fire for the rest of the game.
Weapon Sh. Long Sh. Long Str. Dam. Mod. Pen. Special 6 T he Bio-Cannon is destroyeu as above, but exploding slime fungus ammo ruptures into
Bio-Cannon 0-20 20-n 8 306 ~ 406+8 Special Rules the body. Roll on the Body Damage Table to find out what cffeL·t this has.
:~Cyiia o-e 4 -1 08+4 Special RulN
-
...
MALEFACTOR: SPECIAL RULES AND WEAPONS Close Combat
Malefactors are lumbering bio-engineered organis~s the The Malefactor uses its Ram Value for any da .
by it in close combat. Because the Malefactor ~sage! Inflicted
size of a large vehicle. They are commonly call~d L~e-. · so arg h
Breakers by Imperial troops in reference to their ternfymg extra dice and+ 1 WS b onuses for additional att k e, t e
c ac ers d0
sledgehammer attacks on defensive lines. Their powerful not apply in any close combat with the Malefactor.
clawed forelimbs are used for dragging the Malefactor
forward, but are primarily used for lashing out in close Ramming
combat and mount a variety of deadly symbiote bio- Most vehicles are not designed for ramming, hence th
weapons. ramming rules where both vehicles in a ram / collisione
be damaged. Tyranid vehicles, on the other hand are s:an_
1
The Malefactor has a number of adapted spines implanted sentient creatures genetically designed for close comba~
into its forelimbs. These spines are fired by a muscular When a Tyranid vehicle rams or charges another vehicle
contraction and use explosive cellular expansion to deto- work out damage to the other vehicle as normal. For the'
nate on impact and spray razor sharp chitin shards over the Tyranid vehicle the location that actually touches the other
target area. More short range destruction is supplied by vehicles is hit on a D6 roll of 4, 5 or 6 and other locations
outgrowths of virulent spores on the creature's carapace. are hit on a D6 roll of 6. Work out damage for any hit
An autonomic nerve function fires in the presence of non- locations as normal.
Tyranid bioforms with the speed and hitting power of
bolters. Rampage
If the link to the Hive Mind is severed as a Body Damage
The primary use of Malefactors is to carry broods of Table result, the Malefactor will Rampage. When Rampag-
Tyranid creatures under the protection of their chitinous ing, the Malefactor will attempt to ram and/ or engage the
carapaces. As they get close to the foe the Malefactors nearest enemy (individual, squad or vehicle) in close
unleash their deadly living cargo and use their symbiote combat, moving at the fastest possible speed towards the
armament to blast a gap in the enemy line for the brood to target in a savage attempt to destroy it. The Malefactor may
exploit. If Genestealers or similar shock troops are un- not fire any weapons while Rampaging.
leashed the enemy position is quickly over run.
Psychology
Malefactors are single-minded in battle. Closing with the The Malefactor is immune to psychology and causes Fear.
foe is the reason for their existen ce and without the influ-
ence of the hive mind their perception is almost nonexist- BiomorphsNehicle Cards
ent. Because of this, Malefactors are subject to instinctive Biomorphs and Vehicle Cards may not be used on the
behavior. Malefactors using instinctive behavior will Malefactor.
Rampage, charging towards the nearest enemy and fight-
ing the first opposing model they reach in close combat. Targeting
The Malefactor is targeted as a vehicle, not as a Monstrous
Frag Spines Creature
These weapons use no special rules.
Psychic Attacks
Spore Cysts Bolt Of Change, Force Dome, Hammer of Fury, Eldrich
Spore cysts are the Malefactor's automatic response to the Storm, and Assail affect Tyranid vehicles (Exocrine, Male-
presence of non-Tyranid bioforms. Each enemy model that factor, Haruspex, Dacty lis, Trygon) as vehicles. Vortex,
moves within 8" of the Malefactor is fired at immediately Aura Of Decay, Aquiescence, Pink Fire Of Tzeench, Execu-
using the Malefactor's BS, the spore cyst weapon stats and tioner, Kop Dis and Da Crunch work as normal. The
normal shooting modifiers including the -1 hit modifier for Leadership test-based Powers (Domination, Smite, Scourg-
overwatch targets coming out of cover if applicable. During ing, Beam of Slaanesh, Pavane of Slaanesh and Storm Of
the Tyranid shooting phase (not movement phase), the Wrath) will apply to any Tyranid vehicle that is outside the
Malefactor automatically fires its spore cysts once at each range of a Hive Node (Hive Tyrant, Tyranid Warrior).
enemy model within 8" that is not in close combat with the Broods transported in a Malefactor are affected by any
Malefactor. Dreadnoughts and closed vehicles are always power that effects a vehicle's crew.
ignore d.
.14 INQIIISITOII
-· i.., 1, I ;.., ' i5 R
~ '<
~
iiAiiL\~jlrl ~fil§;i~-il•li]
MOVEMENT:
1 Foot
Slow Combat Fast
2-4 Body
8" 14" 20"
TYPE: SLUG (TRACKED)
5-6 Frag Spine Arms*
*Hits the arm nearest to the attacker.
RAMVALUE:
Strength 8 06 Foot Damage Table
Damage D12 1 The foot is damaged but keeps sliming. The Malefactor may only move S low speed for
the rest of the game.
Save -5
2-5 The foot is destroyed. The Malefactor comes to a permanent halt for the rest of the battle.
6 The foot is splattered across the landscape and a massive muscle contraction causes the
M WS BS S I A LD Malefactor to flip into the air. The Malefactor is killed and the smoking remains come to
5 4 8 4 3 10 rest D6" away in a random direction. Any models under the remains take D6 S7 hib do-
ing one point of Damage each, with a -2 saving throw modifier. Roll a D6 for each
model inside. They are killed in the crash on a D6 roll of 4. 5 or 6. Survi ving mode ls
TRANSPORT:
may dismount using the normal rules.
Up to 12 wounds worth of Tyranid Warriors, Genestealers, Termagants or
•-
Hormagaunts. Examples: 3 Tyranid Warriors and 6 Genestealers or 6 Genesteal- 06 Body Dama ge Table
ers and 6 H ormagaunts . 1 The hit damages the Malefactor's central nervous system, severing the link with the
/j SPECIAL: Hive M ind and sending it on a Rampage for the next Tyranid tum. (See Special
•-
~
If the Malefactor's link with the Hive mind is severed, it will Rampage.
A Rampaging model will attempt to ram and/ or engage the nearest enemy
Rules)
2-4 A large explosion tears through the brood c hamber. Roll a D6 for each model inside. On
; (individual, squad or vehicle) in close combat, moving at the fastest possible a roll of 4, 5 or 6 they are hit and ki lled with no armor saves allowed. The hit also dam-
ages the Malefactor's central nervous system. severing the link with the Hi ve Mind and
• speed towards the unit in a savage attempt to destroy it. The model may not fire I
any weapons while Rampaging. The Malefactor is immune to psychology, and 5
sendi ng ii on a Rampage permanently. (See Special Rules)
The Malefactor's stomach erupts, killing the Malefactor and everybody on board with no
causes Fear. armor saves allowed.
WEAPONS: 6 A frag me nt ignites the Frag Spine ammunition cells. killing all inside wi th no armor
Two frag spine arms with a 90· field of fire to the front and spore cysts with a saves allowed. The Malefactor is killed and any models within 3" of the Malefactor
360• field of fire (see rules). suffer damage exactly as if bit by a heavy namer.
r-------111-QiiiSiiOi-OiiDii-FiiM--------7
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I Cover-Titans in Ambush Cover-Eldar TItans
Open Forum-Editorial, Foam Cutter Update Open Forum-Editorial I' ts
I Using Chaos Fantasy Battle Codex in 40K Squat Army List: Brotherhood and Engineer Squat 15
I Final version of Inquisitor System Titan Rules with special troops types, vehicles, new weapons h und,
I Hot Lead Figure Review Datafax System Titan Rules with Datafaxes for War 0
I Q & A: Questions Answered Reaver, Revenant and Phantom
I Titan Legions Listing J
L
------------------------------------- INQUISITOR
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a
h Haruspex's primary attack mode utilizes its massive Attacking Multiple Vehicles :
I T et mandibles and piercing upper limbs to attack foes in The Haruspex is so la rge tha t it m ay well be able to attack
fron . . .
I close assault. Up close 1t 1s capable of crus~mg heavy multiple vehicles in the same combat phase. If this hap-
I i·ehicles and obliterating enemy squads with ease. Any pens, the Haruspex does not get five a ttacks on each
Hy tough targets are seized by the upper claws and vehicle, but mus t split its five attacks between the vehicles.
I ::akened with acid before being broken apart by the
I dashing mandibles. Rampage
I If the link to the Hive Mind is severed as a Body Damage
I Acid Jet Table result, the Haruspex will Rampage in its movement
I If the Haruspex scores a hit on an enemy model, other phase. When Rampaging, the Haruspex w ill charge the
I models nearby may be splashed with acid. Roll a D6 for nearest enemy (character, squad or vehicle) tha t it can reach
I any models within 3" of the model hit by the acid jet. On a (obse rving turning restrictions), moving at the fas test
J D6 roll of 4, 5 or 6 they are splattered with a small amount possible speed towards the target in a savage attempt to
J of acid and suffer an S5 hit with D3 Damage and a -2 save destroy it. The Haruspex may not fire any weapons while
1 modifier. Rampaging.
1 Psychology
Frag Spines
I These weapons use no special rules. The Haruspex is immune to psycho logy and causes Terror.
I
Close Combat BiomorphsNehicle Cards
Because the Haruspex is a hybrid beastie (vehicle move- Biomorphs nnd Ve hicle Cards may not be used on the
ment and Armor Values with a creature stat line), some Harus pex.
special rules are needed. A Haruspex must declare n charge
at the beginning of the movement phase (giving up its Targeting
shooting phase) if it wishes to fight in hand to hand The Haruspex is targe ted as a vehicle, not as a Monstrous
combat, but still moves as a vehicle. The Haruspex is Creature,
genetically engineered to attack large vehicles, so may
ignore any infantry mode ls in Favor of vehicles (the larger, Psychic Attacks
the better!) when it charges. The Harusp ex does not have to Bolt Of Change, Force Dome, Hammer of Fury, Eld rich
charge the closest target when it charges if it can not reach Storm, and Assai l affect Ty ranid vehicles (Exocrine, Male-
th at target. Because the Haruspex is so large, the extra dice factor, Harus pex, Dacty lis, Trygon) as vehicles. Vortex,
<1
nd +J WS bonuses for additional attackers do not apply in Aura Of Decay, Aquiescence, Pink Fire Of Tzeench, Execu-
any close combat with the Harus p ex. tioner, Kop Dis and Da Crunch work as normal._ The
Leadership test-based Powers (Domination, Smite, Scourg-
The Harusp · ing, Beam of Slaanes h, Pa vane of Slaanesh an~ Stor~ Of
d ex uses its claw and mandible stats for any
amage inflicted by it in close combat. The Ram Value stats Wrath) will apply to any Tyranid vehicle t~at 1s 0~1ts1de the
are only used 1.f th H range of a Hive Node (Hive Tyrant, Tyramd Warrior).
e aruspex is rammed or when making
overrun attack d ·
m d. s as escnbed below. Using its large front
an 1b/es and
vehi l . great mass, the Haruspex can hold enemy
c es m meJee . h
clos , preventmg t em from driving away from
ecombat.
.17
INQUISITOD
iiJi!Ll~iirl!@ill~'lil~
VEHICLE DATA
MOVEMENT:
1 Foot 16
Slow Combat Fast
5" 10" 15"
2-4 Body 20
5-6 Arms* 17
TYPE: SLUG (TRACKED)
• Hits the arm closest to the firer.
RAM VALUE:
06 Foot Damage Table
Strength 8 1 The foot is damaged but keeps sli ming. The Haruspex may only move Slow speed for
Damage D12 the rest of the game.
Save -5 2-5 The foot is destroyed. The Haruspex comes to a pe rmanent halt for the rest of the battle.
6 The foot is splattered across the landscape and a massive muscle contraction causes the
Haruspex to flip into the air. The smoking remains come to rest D6" away in a random
M WS BS S I A LO direc1ion. Any models under the remains take D6 S7 hits with a -2 saving throw modi-
fier.
6 4 8 5 5 10
06 Body Damage Table
SPECIAL: 1 The hit disrupts the Haruspex's central nervous system, severing the link with the Hive
If the H aruspex's link with the Hive mind is severe d , it will Rampage. A Mind and sending it on a Rampage for the next Tyranid tum. (See Special rules)
Ram pag ing mode l will a tte mpt to ch a rge the nearest enemy (character, squa d 2-3 The hit damages the Haruspex's central nervous system, severing the link with the Hive
•e
-•-
o r vehicle) tha t it can reach in a savage atte mpt to d estroy it. The Harus p ex may Mind and sending it on Rampage permanently. (See Special rules)
not fire any weapon s w hile Rampaging. The Haruspex is immune to psych ol- 4-5 The Haruspex is mortally wounded. It will Rampage in its next tum. (See Special rules)
At the end of the close combal phase Haruspex then collapses and dies. VI
ogy, and cau ses Terror.
6 The Haruspex' s Acid Jet reservoir erupts, destroying the Haruspex and spraying acid
fl
WEAPONS:
Two arm s, each mounting a n acid jet a nd a frag spine launcher, all w ith a
over any models within 3" of the Haruspex, causing D6 Strength 8 hits with a -3 saving
throw modifier. •-
90° field o f fire to the front. A ll four weapons m ay be fired in the same turn. 06 Frag Spine and Acid Jet Arm Damage Table
The H aru spex's front mandibles and overhead claws are used onJy in close 1 The nerve bundles lining the arm are damaged. The arm may only be fired or used in
combat and h ave their own weapon s ta ts . hand-to-hand combat if you first roll a 4 or more on 1D6.
2-5 The arm is destroyed and the weapons may not fi re or be used in hand-to-hand combat
WEAPON DATA for the rest of the game. Reduce the Haruspex' s Attack characteristic by 2.
6 The arm is destroyed as above. but is tom from the body of the Haruspex leaving a gap-
Range To Hit Save Armor ing wound. Roll on the Body Damage Table to find out what effect this has.
Weapon Sh~ Long Sh. Long Str. Dam. Mod. Pen. Special
Frag Spine Launcher 0-12 12-24 4 -1 06-+4 2 " Blast Marker
Acid Jet 0-12 12-24 • 208 -5 208+1:>6+$ Special Rules
D3+06+020+8
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