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ffe\~~@~(g~~lf Resin Model Kits

TM
Issue Numb,

• Santa Rosa, CA• 95402-6485 • Tim DuPertuis • David G t l#OOISIF


po Box 14485 . . . ar on DuPertuis, P
Voice/Fax E-Ma1I: t1mdp@armorcast.com Web site: http//www arm
(707) 576-161 9 · orcast.com
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strued as a ,
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S■■NISSI
encourage)
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Warhammer· 40,000 them retun
Models Currently Available:
Chaos Cannon of Khome $30 ■.s.s■■:
Khome Cauldron of Blood $40 nad iansub
tions are U
Imperial Warhound Scout Titan tercard/ Vi
$90 at your Po
Imperial Reaver Titan $140 postpaid, l
Single Baneblade Tank $60 makechec:
Single Shadowsword Tank $60 to the add
Baneblade/Shadowsword Modular Kit $80
ADYl■II
Ork Battlewagon
$27
Ork Great Gargani_ Editor: Tii
$330
Contribu t
Eldar Tempe t H Lee Erick:
Eld s eavy Grav Tank $38
ar Revenant Scout Titan Addition,
Eldar Phantom Titan $90 Photos a11
$180
Tyranid Exocrine
Tyranid Malefactor $28
Tyranid Haruspex $33
$35
Warhammer 40,000 models n ot f:
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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

s•■NISSIONS: As a forum for Warhammer 40K players we


Phantom Datafax
encourage you to send comments, questions, articles, scenarios,
rules changes, artwork and anything else of interest to 40K Corrected from Inquisitor 15 ....................................... 12
players to the address above. Writers and artists will receive
credit in print for published submissions. Submissions should
be typed or printed or on Mac or DOS readable 3.5" floppy New Super Heavy Datafaxes
disk. Please send SASE for return of your materials if you want Baneblade, Shadowsword and Tempest
them returned.
New Datafaxes and Rules ............................................ 13
U.S. Sll■SC■lltllONS are $13.00 for one year (4 issues). Ca-
nadian subscriptions are US$16.00 U.S. International subscrip-
tions are US$20.00 U.S. (First Class Air Mail) payable by Mas- Wish List
tercard/Visa or International Postal Money Order (available Models We Would Like To See .................................... 13
at your Post Office). Single copies and back issues are $5.00
postpaid, US$5.50 to Canada and US$7.00 international. Please
make check or money order payable to Tim DuPertuis and mail Chaos Datafaxes
to the address above.
Cannon of Khorne and Cauldron of Blood ............. 20
ADYIRIISING RAIIS available on request.

Editor: Tim DuPertuis Tyranid Datafaxes and Rules


Contributing Editors: Alan Carey, Mike Biasi, Exocrine, Malefactor and Haruspex
Lee Erickson.
Additional playtesters: Keith Garton, David Garton. Big bugs, big bugs, whatcha' gonna do when they come
Photos and Photoshop fun and games: Tim DuPertuis for you? ......................................................................... 22

Convention News, Subscriptions


Info! .............. ............. ...... .................... ...... ....... 26

To reach INQUISITOR (Tim DuPertuis):


Letter: Use the address above. Please include an
S.A.S.E. if you would like a reply.
E-Mail: timdp@armorcast.com
Web Site: http://armorcast.com/inquisitor/index.html
INQIIIISITO■
C

OPENING SNOTS SHORT TANKS


THIS ISSUE . .
Most of this issue is devoted to datafaxes for the eXIsting I managed to leave out the addres f h
ak h Kry s o t e co
line of Armorcast vehicles. Games Workshop wants m es t e omek vehicles used in th S rnpany that
Armorcast to market its kits as model kits not gaming Inquisitor 15. The company is: e qua t arrny list in
pieces, so the datafaxes are no longer included in the model Simtac Inc.
boxes. With Games Workshop's approval, the datafaxes 15G Colton Rd.
that were in the boxes are now presented in Inquisitor. East Lyme, CT 06333
860 739-3609
NEW DATAFAXES FOR SUPER HEAVY TANKS
The datafaxes that GW provided for Armorcast's super INQUISITOR WEB SITE
heavy vehicle models were a bit dated when recieved and Inquisitor now has a web site up. Current! th .
are even more dated now. Some of the weapons on the whole lot on it except for subscription inf/
· d ex and th e d atafaxes for Armorcast vehicl
bere is not a
' a ack 1ssue
models were not included on the datafax, the points costs m w
. es. vve are
were a bit high and some work needed to be done on wor kin g on getting some stuff from out of prm· t•
th . . h issues up
weapons stats and armor values. To fix all of this stuff on e s1tet m t /~ nex! i:non ~ or so. Check it out at: http·//
Inquisitor has done new datafaxes for these vehicles. These armorcas .corn mqms1tor 1mdex.html ·
datafaxes are intended to replace all previous datafaxes for
the Baneblade, Shadowsword and Tempest. Since the
vehicles are optional vehicles it is up to you to decide
which datafaxes to use for these models, but I hope you
decide that the new ones are more usable than the old ones.

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.

There were so many typos in last issue's Phantom datafax


that we are reprinting it in this issue so people will have a
correct one.

Days of Empire New Starguard Figures


1/300 scale line including monster tanks and land-
ships! Over 60 items with more planned! Size? Just
and Models!
imagine SUPER BATTLE TANKS in 1/300 scale! • Ralnai "Komodo" Medium Tank $10.00
The models are the size of 1/72 scale tank models • Ralnai Anti-Tank Armored Grav Sled $8.00
~nd are far less expensive than competing product • Ralnai Death Guard powered armor elite infantry
Imes! platoon (10 figures) $10.00
• Ralnai Vengeance Seeker Battle Mecha
Historical 1/72 scale white metal model series (includes parts for 4 different variants) $6.00
continues to expand rapidly! Now over 24 kits with
more on the way! Prices designed to beat the
competition and NOT GOUGE THE CONSUMER! FEDERATION ARMORY
2131 Camino de Ios Roble;
Full Geo-Hex line of starships, 1/300 scale sci-fi Menlo Park, CA 9402
~rmor, resin vehicle models and 25mm Stargrunt
f1gur~s! All other Geo-Hex products available via . add 7.75%
special order! All orders add $4.00 for shipping. CA residen~~h $ 1.25
sales tax. Catalogue available for an SASE w om
I
postage or free via e-mail from LeeErikson@ao .c

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

In the prev ious edition of G,111ll' Workshop's Llpk s,-.1k


miniatures gi.l me th •re were thn•c varin nts or the st:_111dnrd
Imperia l ,u.1rd himern thot cnrril•d heavil' r wea pons and
were intended to provide s upport for units of normal
Chi meras. The himedon repln cd its multi-laser with a
battlecannon, the himcrnx rep ln cd its multi-loser with
quad autocannons and the himerro added onti -tnnk
missiles to a standard C himcrn .

This article includes rules, dlltafnxcs and modeling ideas


fo r adding these vehicles to your lmperinl Guard armies.

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.

Robles The rc;,r turret stowage bins from the


A 94025 Le1m111 Russ turre t were left o ff to
make the turre t loo k a little sm alle r
ilnd make the size more appropria te
; add 7.75% for a n APC turret. Making the turret
h $1 .25 s ma lle r a lso prevents interference with
ol.com the top h<1tch doors .
INQUISITOR s
CHIMERRO
The Chimerro is a
standard Chimera
CHIMERAX
with additional
Four Imperial Guard
Hunter-Killer mis-
autocannon are glued
siles, so it doesn 't
together in pairs after
need a new datafax . trimming the guns so
There are lots of ways that they fit together
to add missile well . Be sure to add
launcher boxes to the shell ejection ports on
model. An overhead the left sides of the
rack reminiscent of a tw o left side weapons
WWII Sherman so that the turret
Calliope rocket cupola isn't pelted
launcher rack looks with empty shell
casings.
good, as do twin
launcher boxes
The twin autocannon
mounted to one side
pairs are mounted on
of the turret as on the both ends of a piece of
American M2 and M3 brass rod that goes
Bradley IFVs. into a hole drilled all
the way through the
Fred Reed built turret. The mounting
multiple HK launch- points for the brass
ers on a couple of vehicles shown in White Dwarf 203 rod are the bottom
(large pictures) and shown again in White Dwarf 213 round knobs at the bott-
(small pictures). The model in this article shows a third two outboard autocann
alternative, which is a bit of a cross between the other two ing the mounting point
rear of the guns, they "'
setups, with twin launcher racks mounted to either side
pivot upwards to a higl
of the turret elevated just enough to allow unobstructed for antiaircraft fire. IN(
views from the turret cupola vision ports. will have a datafax wi tl
and Vehicle Cards for f
The mounting parts were just the normal Hunter-Killer special antiaircraft ver1
launcher box brackets that were cut in half and glued to a Chimerax to deal with
Eldar jetbikes and Tyra
The Chimera turret has always seemed a bit small, so the
turret on the Chimerro is based on the turret for the 1/JS As with the Chimerro,
scale U .S. AAVP7 amphibious landing vehicle. The right the Chimerax is based
front side of the turret mounts a cut down storm bolter the 1 hs scale U.S. AAV
and the left side mounts a scatchbuilt multi-laser made of landing vehicle. The ri
brass rod and plastic tubing. Obviously the multiple turret mounts a cut de
launcher boxes could be added just as easily to a stan- and the left side is cov
reactive armor from a
dard Chimera turret.
OTHER MODELING I
Chimerro tactical note: Just because a vehicle has four The large outboard si,
launcher boxes mounted on it doesn' t mean that all of on the Chimeras have
the boxes have to have missiles in them. There might be thickness before beini
just one missile loaded instead of four, but the only way less pudgy.
. Id b 1.f one of his
your opponent would know this wou e h
. . 1 d ned all oft e The camouflage tarpi
figures charged up to the veh1c e an ope . .1 1
missile boxes to see if each one is loaded wil h misSi es. cheesecloth that has I
up and tied with thrE
heavy piece of plastic strip (sprue could also be used). The
in camouflage tarps I
two pieces were spaced the correct distance apart to be
able to hold two launcher boxes glued together instead of The additional armo
the original single launcher box. The launcher rack is blocks from a 1 /Js sG
currently held mounted on the vehicle with Blu-Tack, but cut apart and mount
there are plans to drill and tap holes into the turret and Ablative Armor or R
make the launcher rack removable (and perhaps switch-
able to other vehicles) .

• 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 twin autocannon


pairs are mounted on
both ends of a piece of
brass rod that goes
into a hole drilled all
the w ay through the
turret. The mounting
points for the brass
rod are the bottom
round knobs at the bottom rear of the
two outboard autocannons. By mak-
ing the mounting point low and to the
rear of the guns, they will be able to
pivot upwards to a high angle suitable
for antiaircraft fire. INQ UISITOR 17
will have a datafax with special rules
and Vehicle Cards for fielding a
special antiaircraft version of the
Chimerax to deal with those pesky
Eldar jetbikes and Tyranid Gargoyles.

As with the Chimerro, the turret on


the Chimerax is based on the turret for
the 1 /3s scale U.S. AAVP7 amphibious
landing vehicle. The right side of the
turret mounts a cut d own storm bolter
and the left side is covered with
reactive armor from a T-80 model kit.

OTHER MODELING DETAILS


The large outboard side armor panels
on the Chimeras have been cut down to about half of their original
thickness before being glued on. This makes the models look a little
less pudgy.

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.

::i...,:_--=a: .::n ::le Otimera,. haw impnw ed 06 Hull Damage Table


- le'~ .:om;:,ared to the infantry weapon. 1 The driver is killed. Unless his position is taken over the Chimerax will move out of control
=r:l=
•.
~~ for the rest of the game.
~ 0- ;-..-- -
- - ~ ~-uu ~ - ign.-:,re the fust Jam die rolled. Since
,1?' ·2- G:=ci 2-3 A fiery explosion te= through the crew/passenger compartment. Roll a D6 for each model on

"'•-
:=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

CHIMADON DAMAGE TABLES

Slow Combat Fast


6" 12" 20"
Turret
Ty pe: Tracked
D6 Track Damage Table
RAM VALUE: 1 The tracks are damaged but the Chimedon keeps on running. The Chimadon may only move
at Slow speed for the rest of the game.
Strength 8 2-5 The tracks are destroyed. The Chimadon moves out of control next tum and then comes to a
Damage 012 permanent halt for the rest of the battle.
Save -5 6 A track is blown off and the resulting damage smashes the drive shaft causing the Chimadon
to flip over, The wreck comes to rest 06" away in a random directio n. Any model it lands on
CREW: ta kes D6 S7 hits with a -2 saving throw modifier. Roll a D6 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
1 Imperial Guard Driver may dismount using the normal rules.
2 Imperial Guard Gunners
SPECIAL: Since the Chi.madon is a D6 Hull D amage Tab le
TRANSPORT: support vehicle, one regular Chimera is 1 The driver is killed. Unless his position is taken over the Chimadon will move o ut of control
for the rest of the game.
One Imperial Guard squad required for the purchase of each Chime- 2-3 A fiery explosion tears through the crew/passenger companment. Roll a D6 for each mode l on
plus a single Imperial Guard don. Because the Chi.medon has a board. On a roll of 4, 5 or 6 they are hit and killed with no armor save allowed.
i character model. battlecannon, it adds one shot to the 4 The Chimadon's engine explodes, killing everybody on board with no armor save allowed.
0
•.-. pregame barrage. The vehicle is spun around to face in a random direction by the force of the explosion and

- WEAPONS: then comes 10 a permanent halt.


Ill 5 A spark ignites the Chimadon' s fue l tank and it bursts into names, killing everybody on board
In the turret: one battlecannon with a 36(t field of fire and one storm bolter w ith a 360• field of
fire. The s torm bolter may be fired by either the turret gunner (instead of the battle-cannon) or with no armor save allowed. The flaming wreck moves oul of control next tum and then ex-
0
• any transported model. One heavy bolter mounted in the hull with a 90' field of fire lo the front.
Three lasguns mounted in firing ports down both sides of the tank with a 180' field of fire to the
appropriate side. The lasguns may only be fired by transported models. AU Weapons are fitted
6
plodes. The any models within 3" of the vehicle suffer a hil exactly as if hit by a heavy flamer.
The Chimadon's ammunition explodes. The Chimadon is destroyed and any models within
3"ofthe vehicle suffer D6 Strength 10 hits with a-3 saving throw modifier.
with targeters. The Otimera may also be fitted with a set of auto-lau.n chers carrying frag or
blind grenades (+S points), or frag defender rounds (+10 points). D6 Turre t Damage Table
1 The battlecannon is damaged and may o nly be fired if you first roll a 4 or mo re on a 06.
2 The turret is jammed and may no longer rotate. The battlecannon may only fire in a straight
WEAPON DATA line at targets that are directly in front of it.
3 The battlecanoon is destroyed and may not be used for the rest of the battle.
Range To Hit Save Armor
4 The battlecannon is destroyed as above. but the explosion causes a fl ashback to the hull caus-
Weapon Sh. Long Sh. Long Sir. Dam.Mod. Pen. Special ing a secondary explosion. Roll on the Hull Damage Table to find out what effect this has.
Battlecannon 0-20 20-72 8 206 -3 306+8 2" Blast Marker 5-6 The ammunition stored in the turret explodes and the Chimadon is destroyed. All models on
Stormbolter 0-12 12-24 4 1 -1 06+4 Susi. Fire 1D board are killed and the turret is blown off. flying 2D6" in a random direction before it
Heavy Bolter 0-20 20-40 5 D4 -2 D4+06+5 Sust Fire 2D crashes to the ground. Anything under the spot where the turret lands on takes D6 S9 hits with
a -6 saving throw modifier.

D■t■t■x •roduced bY ln•ulsltor N■ll■zln•


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!

The next items of miniature madness


from ICE are actually plastic! Two
boxed sets of marvelous minis in the
form of Space Rangers and Steel
Warriors! The Space Rangers come in
a boxed set of 50 (!) powered armor
dad humans that are an absolute
steal at $30.00! Better yet, the Space
Rangers come with enough extra
heavy weapons to equip three out of
every five rangers! With an officer
figure included for good measure the
Space Rangers set is an excellent way

From Flagship Games (formerly


RJ':FM Silent Death Stingray
ngate and Havoc Fighters Seveth Street Games) comes some
exciting bits of 40K compatible real
estate! Provided for review were a
pair of Dragon's Teeth anti-tank
barriers and a BUNKER! The
dragon's teef, er, teeth, are spikey and
nasty and liable to rip the tracks right
off of a Leman Russ! They retail for
$20.00 a set (#4402) while the bunker,
a wonderful 40K style affair complete
with REMOVABLE ROOF is a steal at
$28.00 (#4401). Best of all, the bunker
is easily kustomized with armored

..
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

ICE Steel Warriors

Flagship Games' Bunker

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.

Save Mod : -6 D6 Body Damage Table


1 The masive hit causes the Phantom to stagger D 10 " in a random directio n. colliding wi1h anything
HOLOFIELD:
CREW: moved into.
Spirit Stone, 1 Eldar Guide,
The Phantom is fitted with a hoiofield that provides II The Gunner controlling the right hand weapon is killed. The weapon may no longe r be fired.
an unmodified save against shooting attacks based
2 Eldar Gunners The Gunner controlling the le ft band weapon is killed. The weapon may no lo nger be fired.
on the speed of the Titan in the previous turn.
The crystalline engine is hit but the Guide manages to shut it down before it implodes (if the Guide is
Move Save
WEAPONS: 20"+ 3+
dead. count this result as a roll of 6 instead). The Guide can attempt 10 repair the engine in the
Two Titan weapons a nd two secondary wing player's Rally phase. On a roll of 4-6 the Guide succeeds and the engine comes back on line. If the
10"+ 4+
weapons must be purchased from the list below. Guide fails, the engine is shut down for the rest of the battle and the Phanto m counls as being disabled
1 "+ 5+
All weapons h ave a 90· fi eld of fire to the front. for victory point purpose s. While the engine is down. the Phantom may not move or attack and counts
0" 6
Secondary w eapons may be either be l ascannon as being an ordinary vehicle if attacked by enemy troops in HTH combat (i.e. they hit automatically).
o r missile launch er loaded with Frag and Krak The Phantom's crystalline engine implodes! The Phanto m is destroyed and the warp core breach
PSYCHOLOGY:
ammo. The Phantom cau ses Terror as described in the creates a temporary warp vonex 2D6" in diameter. Any models completely covered by 1he blast arc
Psycho logy section of the rulebook. destroyed. Models panially covered are destroyed on a D6 roll of 4+.
WEAPON DATA
Range ToHit Save Annor D6 Head Dama ge Table
1-2 The Phantom·s spirit stone shon s oul, making the Phantom difficult to conlrol. The Phan1om may only
Weapon Sh l..aYJ Sh l..aYJ Str. Dam. Mod. Pen. Special Points move or attack you first roll a 4+ o n a D6 for each action you in lend to make (move, shoot each
Pulsar 6-20 20-96 - 10 206 -6 306+10 D6 shots 200 weapon or fight in HTH combat.). Roll immediately before moving or attacki ng. Note that it is possible
to end up moving and not being able to shoot or attack.
Heat l.ance 6-12 12-24 • 10 3012 -6 3012+06+10 100
The Guide is killed, so no crystalline engine repairs may be attempted and 1he wing weapons may not
Heat lance 6-12 2448 · 9 2D12 -6 2D12+06+9 be fired.
The spirit stone is destroyed. Feedback wi ll kill each crew member on a D6 roll of 4+. Use the stats of
Heetl.al08 6-12 48-72 • - 8 2010 -6 2010+06+8
the Guide/Gunners instead of the spirit stone for the rest of the game.
Lascannon 6-20 20-60 - 9 2D6 -6 306+9 50 The Spirit Stone is destroyed and the feedback causes the Phantom ' s crystal line e ngine to implode
50 as described for a roll of 6 on the Body Damage Table above.
Mlsslle Launcher - -
Frag 6-20 2(H2 - 4 1 -1 06+4 2" Blast Marker W ing Damage Table
r
010+06+8 The right hand wing weapon is destroyed and may no longer be fired.
Kral< 6-20 20-72 • 8 010 -6
The left hand wing weapon is destroyed and may no longer be fired.
The holofield generator is damaged and is only functional if you roll a 4+ on a D6 at 1he beginning of
each tum.
The holofield generator is destroyed. no more holofield saves can be attempled.

Ill ...
,.._,."'f!tl""I",,._
~~

~;~-~ r .)i; ~ ~-·, -~ II


NEW DATAFAXES FOA
SUPEII NEAYY TANICS
The datafaxes that Games Workshop provided for Armor- BANEBLADE
cast's super heavy vehicle models were a bit dated when Changes to the Baneblade include adding the turret
recieved and are even more dated now. Some of the weap- mounted lascannon, changing the way the sponson bolters
ons on the models were not included on the datafax, the work, figuring out how many crew there actually ~re,
points costs were a bit high and some work needed to be making the track armor a little tougher and dropping the
done on weapons stats and armor values. To fix all of this points to a playable level.
stuff Inquisitor has done new datafaxes for these vehicles.
These datafaxes are intended to replace all previous SHADOWSWORD
datafaxes for the Baneblade, Shadowsword and Tempest. The Shadowsword changes are similar to the changes on
Since the vehicles are optional vehicles, it is up to you to the Baneblade. The top mounted heavy bolter and bolter
decide which datafaxes to use for these models. I hope you have also been added and the Volcano Cannon now
decide that the new ones are more usable than the old ones. matches the one on the Reaver datafax.

VEHICLE CARDS TEMPEST


The current Vehicle Cards were not designed with super The Tempest's armor values were extremely high for an
heavy tanks in mind, so the points costs for some of them Eldar vehicle and its speed was a bit low, given the Eldar
are far too low for the super heavy tanks. New points costs penchant for fast, lightly armored vehicles making fast
for using Vehicle Cards with super heavy vehicles are in- strike attacks. The new armor values are lower on the hull
cluded on the rules page. and turret, but the top speed is up to 26". The pulse laser's
single shot stats were much too high for this edition of 40K,
TANK COMMANDERS so the weapon has been completely revised to be more in
The Tank Commander rules in the old datafaxes caused keeping with the new Games Workshop Falcon and the rest
much confusion and led to silly things like Tank Com- of the weapons in the game.
manders firing battlecannons equipped with armor pierc-
ing ammo Wargear Cards. These new rules make Tank
Commander work the same way Imperial Titan Princeps
characters work, directing the fire of their gunners-not
firing weapons themselves.

GANEll'S WISH LISI


Models we would like to see Games Workshop produce.
IMPERIAL ELDAR
• Tarantulas with OTHER weapons • Eldar Exodite Dragon Riders
• Marine Primarchs • Eldar Pirates (based on Battlefleet Gothic
• New Sentinel drawings-Guardians just don't do it)
• New Rhino • Shining Spear Aspect Warriors
• New Land Raider • Exarchs and Farseer /Warlocks with
• Space Wolf W ulfen Figures different weapons
• Slaaneshi Eldar
MISCELLANEOUS • Vibro Cannon
• Heavy Webber, Graviton Gun
• Driver figures for all races FUTURE CODEX FIGURES
• Chaos Androids The Imperial Agents List provides a long list
• Genestealer Cult Models of potential figures, from Adeptus Arbites and
• New Genestealer Patriarch M~chanicus characters to squads of Tech-
Pnests, Electro-Priests and armed Servitors.

INQUISITOR
.,
SUPER-HEAVY BANEBLADE ,J
'I
\

Imperial Super-Heavy battle tanks are massive fighting TANK COMMANDERS


machines which look more like mobile fortresses than tanks To ensure that super heavy tanks operate effectively in
and bristle with powerful weapons. Both the Baneblade combat situations Baneblades are commanded by a special
and Shadowsword are as big as a building and carry crew member known as a tank commander. The tank
enough firepower to devastate the opposition. commander occupies the command cupola situated on the
tank's turret, where he is afforded a 360 degree 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 without penalty, knocking down walls
and hedges and collapsing trenches in a 6" wide path. Tank Commander Rules
The tank commander can direct the fire of the tank at any
TURRET FIRE ARCS one target. All weapons firing at that target are +1 to hit.
The unique combination of lascannon and battlecannon The tank commander may only fire a weapon if the
mounted in the turret requires some special rules. The weapon 's gunner is killed. If the tank commander takes
weapons are not linked, but do have firing arc restrictions. over a weapon, he fires the weapon using his own BS, but
The lascannon and battlecannon must be fired within the may no longer direct any weapons fire, even for his own
same 45° firing arc. Firing the first turret weapon sets the weapon.
firing arc (centered on the target), so the second weapon IMPERIAL GUARD ARMY LIST: SUPPORT
must be fired at targets within the same firing arc. BANEBLADE ............................................. 400 points
An Imperial Guard army may include Baneblades. Bane-
PSYCHOLOGY
blade points come from the Support section of the Imperial
The Baneblade causes Terror as described in the Psychol-
Guard army list. The Baneblade is crewed by nine Imperial
ogy section of the rulebook.
Guard crewmen and a tank commander, all wearing flak
armour (6+ save) and carrying laspistols.
VEHICLE CARDS
Baneblades are so huge that any additional work done to
Troop Type M WS BS S T W I A Ld
them costs far more in time and materials than it would to
Imperial Guard 4 3 3 3 3 3 1 7
a normal vehicle. Consequently, some Vehicle Cards cost
Tank Cmdr. 4 4 4 3 3 4 1 8
more when used on Baneblades.

Baneblade Vehicle Card Cost


Ablative Armor 45
Bulldozer Blade 45
Ceramite Armor 50
Aux. Storm Bolters Not Available
Electro-hull 20
HK Missile 30
Heavy Flamer Upgrade 10
Null Shield 35
Reinforced Armor 50
Searchlight 5
Supercharged Engine Not Available
Vortex Detonator 50

••
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.

Datafax •roduced bY lntlulsltor Na•azln•

-
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

; catapults mounted in the hull equipped


,'Cl .!. -3 .:a-\~ a,..... .m..-d::5::r

cannon Oaaage Tat>le


• " ;th tugete..rs and a 90" field oi fire to
their front side of the , -clti.:k-
06
1
2-5 1k == _.,_._
~
Tb, ~ .:.,cm.._ r: ~ _ j .,,._, - ,,ah ~
r: ~ , M -.d ~ ......
:r---'.: 'I! -
fir.,.,.,,..=
in,;:, ,nil • - .:Y mm:-
-'lil ~ ~
,w. a :,,,.

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~

06 Turret Damage Tabe


WEAPONDATA 1 ~ ~ ~ JC:".js_~ ""-l ~ m.£~ ..,:,n.~ k' ~ • ~--~ ~ :.'11 .1, .:. ~-rr ~ 3P.:. :'Ii!-.

Range To lti Save AJ11l00'


2 ~ ~ .:S. ~u:nm..-d_ Jll)j_ I:L~ l)..' l . . ~ k ~ 1'b:- i'O-~ ~ ~ ... '"Ill-,
f-.: U L ..;ca_tg:t'L. t.ar ll.'.
~ ~ r: .ii,::,.""!,.~ - -:,-.-,. .... 'b::m
Weapon Sh. Long Sh. Long Str. Dam. Uod. Pen. Spece! S ~ ~ ~ ~ -~ b-ne.:: -..--dl'll..' rtn......-~·~ a i l ~ l . ~'tN'J'-~Y i:::,.l::IIL.:21~,,_,
Tempest Pulse Lase,- 0-20 20-60 - 9 2D8 -0 208+Q6.9 Sust. Fire 1D ..,,,--c,e ..-,,.,.,. m.-m."c.r. lbo 1"'-~ 1"""' ~ n.•.l."IDJ"l' be ir:,.;.
4-o T"tlC' :rmmunb.'"\?1 r"--~ ~ ~ " " ~ II! t1'I(' ~ =qu.~ ml.=: lb:':~ ~
Cannr,

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'.':~

--;\." I ; . " " ' ~


o.'t. ~
t. ~ ~
De, ~ , : , hl» • -.:tl .. --- """"f Ulr..... :rn,.-.1,5:,,

POINTS COST: 320 Points

Datafax ..-educed bY lntlulsttor NauDIM

-

.•
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.

; Indicate your aiming point by placing a


marker. Then roll scatter die, anillery die
5-6 = 3 .. blast marker
7-8 = 4"' blast marker
2-4 A large explosion tears through the crew compartment. Roll a D6 for each model
on board. On a roll of 4, S or 6 they are hit and killed with no armor save allowed.
• and a DI O together. A hit on the scatter die 9- IO = 5" blast marker
means that the shot is on target and you
5 The Cannon of Khome' s engine explodes, killing everybody on board with no
armor save allowed. The vehicle is spun round to face in a random direction by the
ignore any result on the anillery die. Place Ao arrow result will scatter the blast marker by force of the explosion and then comes to a permanent halt.
an appropriately sized blast marker the number of inches indicated on the artillery 6 A spark ignites the Cannon of Khome' s fuel tank and it bursts into flames, killing
(determined by the DIO roll-see below) on die. If you rol I an arrow on the scatter die and a everybody on board with no armor save allowed. The vehicle is destroyed and any
the target. Misfire on the artillery die there has been a models within 3" of the vehicle s uffer D6 Strength 10 hits with a -3 saving throw
catastrophic misfire in the cannon and it modifier.
explodes. Place a 3" blast marker on Cannon of
Khome and use the Warpcannon slats. The
Cannon of Khome is automatically destroyed
D6 Warpcannon Damage Table
WEAPON DATA 1 The Warpcannon is damaged and may only be fired if you fust roll a 4 or more o n
Range To Hi! Save Armor
aD6.
Weapon Sh. Long Sh. Long Sir. Dam. Mod. Pen. Special 2-5 The Warpcannon is destroyed and the weapon may not fire for the rest of the
game.
o 206 -o 306+10 See ru1es I 6 The Warpcannon is destroyed with the same effect as rolling a misfue.
POINTS COST: 140 Points

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Copyright © 1996 Games Workshop Ltd. All Rights Reserved. Under license from Games Workshop Lrd Warhammer and Games Work-
shop are registered trademarks of Games Workshop Led. Khorne is a trade mark of Games W o rksh o p Lrd. U sed under license.
Datafax produced by ARMORCAST in cooperation with Games W orkshop Ltd.
Copyright© 1996 Games Workshop Ltd. All Rights Reserved. Under license from Games Workshop Ltd Warhammer and Games Work-
shop are registered trademarks of Games W orkshop Ltd. Khorne is a trademark of Games Workshop Ltd.Used under license.

~ "

Chaos Cauldron of Blood Damage Tables


Slow Combat Fast
5" 10" 15" 1
2-4
RAM VALUE: 5-6 Blood Cannon
10 Strength
D20 Damage Wheel Damage Table
-6 Save The wheels are damaged but keep rolling. The Cauldron of Blood may only
move at slow speed for the rest of the game.
CREW: 2-5 A wheel is destroyed. The Cauldron of Blood moves out of control next tum
and then comes to a permanent halt for the rest of the battle.
Bound Demon
6 A wheel is blown off and the resulting damage causes the Cauldron of Blood
to flip over. The wreck comes to rest D6" away in a random direction. Any
WEAPON: model it lands on takes D6 S7 hits with a -2 saving throw modifier.
One blood cannon with a 90° field of fire to the front. The blood cannon uses
lnferno Cannon rules. See the Imperial Guard codex for full rules on the D6 Hull Damage Table
Inferno Cannon. However, the blood cannon will affect crew members of an

•-
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.

Datafax produced by ARMORCAST in cooperation with Games Workshop Ltd .


Copyrig ht © 1996 Garnes Workshop Ltd. A ll Rig hts R eserved. Under license from Games W orkshop Ltd Warhammer and Games Workshop are
registered trademarks of Games Workshop Ltd. Cauldro n of Blood is a trademark of G ames Workshop Ltd. Used under license.

..-
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.

D6 Body Damage Table

•-
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

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Copyright © 1995 Games Workshop, Ltd. All Rights Reserved. Under license from Games Workshop Ltd
Warhammer and Games Workshop are registered trademarks of Games Workshop Ltd. Used under license.

-
...
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.

WEAPON DATA D6 Fra g Spine A rm Damage Table


1 The nerve bundles lining the arm are damaged and the arm may only be fired or used in
Range To Hit Save Armor hand-to-hand combat if you first roll a 4 or more a D6.
Weapon Sh. Long Sh. Long Sir. Dam. Mod. Pen. Special 2-5 The arm is destroyed and may not fire or be used in hand-to-hand combat for the rest of
06+4
D6+4 the game. Reduce the Ma lefactor's Attack characteristic by I.
0-8 06+4 The arm is destroyed as above, but the explosion erupts back into the body causing a sec-
ondary explosion there. Roll on the Body Damage Table 10 find out what effect this has.
POINTS COST: 80 Points

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a

SPECIAL RULES AND WEAPONS Charging Infantry Units:


Harusp ex, J·s ca specially bred bio-war creature used by A Ha ruspex w ill not s top at the first infontry model (an
7lie •ds to close assault enemy forces a nd rip them
II1e Tyra Ill db h. k ~ ode) on_a base up to 40x40m m) it comes to, but will etd
403 rt a ruspex
H , are well protecte . y a t 1c ca rapace a nd its move rnto the mids t of a squad before attackin in order
,ipa · . le ne rvous system which makes them very
ha\·e a s1mp to engage as many targets as possible. To represen~ th ·
hard to kill. the front mandible_s to 'scoop up' models of a singles rs~auJ~
Any models touchrng the ma ndibles or within the are~
Haruspex's symbiote weaponry is short ra nged but enclosed by the ma ndibles at the end of movement h
The mprising conica l muscular organs attached to are a ttacked in the close combat phase. P ase
Jead I)', co
er arm. These simple crea tures secrete and s to re
each upp . t h d.
moIccuIa
r acid which they can squ1r over s ort 1s tances,
If the ~ aruspe~ is moving so fast that it can not end its
. through even armorplas and cera mite. Jn addition
111 eItrng • f rag spines
· (I"1ke those m ov_e rn the midst of a squad , it wi ll move though them
w,~ao. ·d ·ets the Haruspex carries .
1 ma kkmg overrun attacks as descri bed on page 78 of the rule
ted 011 the Malefactor) to shred lig htly a rmored foes.
, b 00 .
.
,mp 1,111

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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.•

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