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Vehicle size comparison, righ to left: Nght or batle tank, battle or heavy tank, heavy assault gun, super heavy tank. WEHIGIEESY STERIURD AWE! Tim DuPertuis ‘This article converts the vehicle system presented in Inquisitor #4 to the 2nd edition 40K datalax system. It covers the main fighting vehicles only. The light vehicles; bikes, buggies, speeders etc. are covered aclequately by existing datalaxes and walkers will be covered in the next issue for both Inquisi- {or and 2nd edition 40K systems. The Capital Imperial, Levi athan and similar vehicles are also not covered-yet ‘This system allows the use of almost any vehicle you build while using some slightly realistic limitations to keep the vehicles reasonable and playable. Here are some suggestions for using these rules in two kinds ‘of games. For games without Titans, | strongly suggest using, no weapons over Class 2, as there really isn’t any reason to tise these more powerful weapons if there are no Titans on. the battlefield. In games with Titans (Wathound and larger), ‘use all rules and weapons presented here. VEHICLE DESIGN Armored vehicles are designed as a compromise between the three factors of firepower, mobility (speed and manuever- ability) and protection. For a given cost (or design require- ment) any increase of one of the factors will decrease one or both of the other factors. Asan example, ifa vehicle is de- signed to go a certain speed, carry a 120 mm main gun and offer a reasonable degree of protection, increasing the gun size while maintaining the same speed must result in a reduc- tion in armor protection. This compromise is incorpor-ated into these rules in the following manner: Increasing armor protection will generally lower the speed of a vehicle as will adding a larger weapon, In this system, vehicles are classified into standardized ar: ‘mored vehicle classes by race (See Vehicle Data sheets on ‘pages 20-21), A vehicle in the Heavy Tank class, for example, hhas a fixed maximum heavy weapon capacity and standard ized movement and armor values. These stats vary by race so aan Ork heavy tank won’t necessarily have the same stats as an Eldar or Imperial heavy tank ‘The four basic categories of armored vehicles are described below: APC (Armored Personel Carrier): Tracked, Wheeled, Hover ‘or Skimmer troop transport mounting light weaponry (Class 1 weapons maximum) intended to support dismounted infan- try. Tank: Tracked, Wheeled, Hover or Skimmer vehicle with its main armament mounted in a rotating turret with a 360" averse. A tank has good frontal armor and substantial side Self-Propelled Gun: Tracked, Wheeled, Hover or Skimmer vehicle with its main armament in a fixed, forward firing mount with a limited fire arc (normally 45°). Class 2 Multi- Launchers (Whirlwind) are an exception as they are usually ‘mounted in a box on top of the vehicle with a 360° traverse). It is considerably cheaper build a box superstructure rather than a turret to mount a main weapon and thisis reflected in the points costs, This type of vehicle will have approximately the same frontal armor as a tank of the same class, but the side and rear armor will be thinner. Assault Gun: An assault gun is designed to move right into the thick of the battle zone, and is specially designed for ur ban fighting and rooting infantry out of buildings. An assault gun has heavier armor all around although the side armor still isn’t as heavy as the frontal armor. It generally carries its main weapon in a fixed Front-firing mount like the self-pro- pelled gun (with the same limited 45° arc of fire). This weap- “ Ags sto. fon is usually a battlecannon or other area effect weapon and. hhas a range (and points cost) of only half the range of a nor- ‘mal weapon ofits class. The reason for this is twofold, long, range weapons aro not necessary in urban fighting and the heavier armor necessitates a weight reduction to keep the ve- hicle’s speed up to a reasonable level. This weight reduction is accomplished by shortening the barrel of the gun, which shortens the range and reduces the weight of some of the in- ternal components such as the recoil system and gun carriage as well In each vehicle catagory there are different classes of vehicles, running from a light class through normal, heavy and super heavy classes as shown below. APCS TANKS Light APC Light Tank APC Battle Tank Heavy APC Heavy Tank Super Heavy APC Super Heavy Tank SELF-PROPELLED GUNS ASSAULT GUNS. Light SP Gun. Light Assault Gun SP Gun Assault Gun Heavy SP Gun Super Heavy SP Gun Heavy Assault Gun Super Heavy Assault Gun PLACING YOUR VEHICLE IN A CATAGORY Deciding which stats to use for a custom built vehicle is as simple as placing it in one of the standardized categories (usu ally dependent on the main weapon it will carry) on pages 20, and 21 You can design your vehicle around a main weapon by choos ing its weapon class and then checking to see which vehicle class is capable of carrying a weapon of that size. Alternately, speed can be used as the most important criteria by selecting a vehicle class with your prefered speed and then mounting appropriate weapons on it, Many vehicles can be used in (Ork APCs, let to right: Heavy or super heavy APC built from Vs scale T34-85 and three ‘scale Sherman turrets. This vehicle scared the stuffing out of the Marines when it frst appeared on the tablelop many years ago as an Ork equivalent of a Land Raider. Next is an ‘more than one class simply’ by saying that the weapons are of a different class. If points become a problem, a weapon of a lower class than the listing shows may be fitted to to a vehicle, but I would suggest not going more than one class lower than the listed weapons dlass, Examples: 1. A Predator model can be used asa light tank with three ‘Class 1 weapons, a lower AV and better speed or as a battle tank with better armor and a slower speed by up- grading the autocannon to a Class 2 weapon and paying. more points (see Datafaxes). 2. A Falcon model can be used in a number of ways (see Datafaxes): a. Asa standard APC with a Class | las cannon and twin shuriken catapults b. Asa heavy APC with twin las cannon and twin shuriken Catapults or a Shuriken cannon, ©. Asa self-propelled gun (thereby giving up its troop carrying capabilities) with a Class 2 laser and twin. shuriken catapults. With a few exceptions, any vehicle with a Class 2 or higher weapon may not carry troops. There are some exceptions in Heavy and Super Heavy vehicles, primazily for Orks. d. Asa heavy self-propelled gun with a Class 3 laser and twin shuriken catapults 3. The standard Leman Russ isa battle tank, but can be upgraded to a heavy tank by making the battlecannon a Class 3 weapon and consequently upping the armor and, lowering the speed (see Datafaxes). Please consider the size of your model when deciding which catagory to place it in. A heavy vehicle should be at least as lange as a Leman Russ or larger. See the photo on page 14 for some size comparisons, continues next page ARI brand “a scale LVT-7 (extremely hard to find kt) as an appropriately ungainly Onk heavy APC with twin heavy bolts followed by a Battewagon and a modified Bandai Ys scale U.S. half rack used as a light APC. Imperial veholes, lett 1 right: Panzer 1V SP gun Brumbar (Tamiya ' scale) modified with copper pipe ftings into a heavy assault gun, ‘Swedish *S" tank (%s scale) with G.1. Joe style twin lascannon, and ARI brand West German Marder APC (" scale) modified and used ‘as a Chimera Imperial Guard heavy APC. MACHINE GUNS For purposes of deciding what types of weapons a vehicle can carry, Lwould like to introduce the concept of the machine ‘gun as a sub-class of the heavy weapons (Class 1). Many play fers will try to equip a vehicle carrying multiple Class 1 weap- fons, such as a Land Speeder, with two or three Las Cannons, or other nasty weapons. To prevent this unrealistic tactic, ve- hhicles that carry multiple Class 1 weapons must have 50% of those weapons as machine guns or basic weapons (FRU-frac- tions round up). The Land Speeder would have one machine gun or basic weapon. A machine gun is considered to be any ‘weapon with Strength 6 or less that has Sustained Fire. The heavy stub gun, heavy bolter, shuriken cannon, multi-laser and scatter laser are all considered machine guns. For purpos- cs of this rule, heavy flamers are considered “machine guns” even though they are obviously not. The assault cannon and autocannon, with their very high strengths are not considered machine guns. If you prefer mounting basic weapons, one machine gun posi- tion (MG) can be exchanged for one twin basic weapon posi tion in the weapons capacity columns on pages 20 and 21 (One Class 1 heavy weapon position can aiso be replaced with tone machine gun position. RACIAL WEAPONS LIMITS Orks With the exception of some of the specialized Ork weapons, Epic scale Ork vehicles use only battlecannons, autocannons, multi-aunchors grenade launcher/ mortars and flamers, so Jimit Ork vehicles to these weapons for any weapons over ‘Class 1. To help the Orks endure this limitation we have rein troduced armor piercing rounds for battlecannons. These may be fired by all hattlecannons instead of their normal high ex- plosive area ammo. Stats for the classes of battlecannon AP rounds are listed just under the battlecannon listing on the weapons table (page 22) 6 Juguisitus Eldar In addition to specialized Eldar weapons, Eldar vehicles should use only shuriken, laser, scatter/ pulse laser, D-cannon and heat lance weapons. We will eventually do stats for all of the Ork and Eldar specialized weapons CREW Asa general rule there is one crewman for each weapon" plus a driver. The deiver is allowed to fire one basic (single or twin) weapon or one machine gun (also single or twin). This allows the driver of a Rhino to fire the twin bolters, the driver of a Land Raider to fire the twin heavy bolters or the driver of Falcon to fire the shuriken catapults. Ifa vehicle has no ba- ic weapons or machine guns, the driver does not fire any weapons, *One rather large exception to this is the sponson weapon po: sition on Imperial super heavy vehicles where the single ‘crewman fires a small turret and three bolters /heavy bolters at once and can target diferent targets with each weapon. POINTS VALUES Attempting to develop a rational vehicle points system that fits in with Games Workshop's addmittedly subjective points values is probably an exercise in madness, but we have given ita try and are happy with the results. All vehicle hull point ¢ figured using a formula that takes movement, skimmer ability, armor and troop capacity into account Weapons are aclded to the bulll cost separately intergral part of the formula, ind are not an The points formula is amazingly complex and silly so I will not be publishing it, bu, if you have a special vehicle design you would like a hull points cost for, send in the movement, Armor Values and transport capacity as well as the army you intend to use it with, along wit S.AS.E. or by E-mail and I will send you the hull cost points for the vehicle. Speeds over 35” and Armor Values over 25 are outside the scope of the game, so please do not send them in. VEHICLE POINTS CALCULATION Point values for the basic hull configurations are found on the vehicle tables. These values do not include any wea~ pons. Weapons are addled at a percentage ofthe points cost listed for the weapons. Use the weapons page (page 22) for all heavy weapons and the Marine or Space Wolf army Wargear List for basic or special weapons. The cost differential for vehicle crows with a lower BS is included in the percentage “discount” they recieve when purchasing, weapons, Marine (BS 4+targeter=BS 5): 75% Eldar, Squat, Imperial Guard (BS 3+targeter-BS 4): 60% Ork (85 3): 50% For vehicles for races not listed, figure out what the net BS is and use the appropriate discount. The procedure for calculating vehicle points is 1. Select hull, noting hull points cost. 2. Solect allowable weapons and total the points costs for all weapons. 3, Multiply total weapons costs bythe appropriate percentages shown above to get net weapons total 4. Add hull cost and net weapons total 5. Round to the nearest five points forthe final cost of the vehicle Sure, it looks pretty improbable, but try figuring up a few vehicles and you will see that the point costs will come very close to GW's point values using this system, The rea~ son for discounting the weapons is to be able to give the basic hulls some value, An unarmed Land Raider would cost 10 points using the weapons exchange system in Dark Millenium and -50 points if you also subtract the two ex- cess Marine gunners. With the system presented here an unarmed Land Raider could be purchased, but ata points value more in keeping with its usefulness There are, no doubt, ways to abuse this points system. Hopefully the racial weapon limits, weapons capacity lim- its and assault cannon limits (page 19) will help keep it playable. A mature attitude towards vehicle design will also help. Your opponents need to know well in advance of a game that you will be fielding vehicles using this sys- tem so that they can design their own vehicles as well. AS suggested earlier, a game limit by the class of weapons or vehicles is also a good idea. ‘THE DAMAGE TABLES The Vehicle Damage Tables on page 23 are a compilation of the damage charts from the existing datafaxes and are meant to be used with all vehicles except those listed at the top of the page. There are four hit location charts that should cover any type of vehicle that could be fielded. Probably the most confusing part ofthis system is decid- ing which weapons are targetable (hit location) secondary weapons and which are not Basically, all Class 1 and higher weapons that are not the ve- Inicle's main armament are secondary weapons, with the fol- Towing exceptions: A weapon fired by the driver is not a targetable secondary hit locations unless itis the vehicle's ‘only weapon (the Rhino is the prime example). This rule even applies to machine guns fired by the driver (a Land Raider’s twin heavy bolters are not a hit location unless they are the vehicle's only weapons). ‘continues next page Imperial APCs, lett to right: Land Raider, Japanese Galleon kit (’% scale), ARI brand West German Marder APC (Ye scale) modified as ‘a Chimera, Sugport Rhino (light SP gun), Rhino with heavy bolter cupola, and unarmed Rhino. Jiguisitox " Example: Secondary hit locations on the Baneblade are: the twa spon- son positions (the heavy bolters and lascannon all combine into one secondary weapon position), the turret lascannon and the hull heavy bolter. DATAFAXES ‘The Datafaxes that follow this article were all costed using the above system (The only only vehicle I really had trouble with was the Marine Predator which will come out about 10 points lower than the official cost). In the interest of consolidating the system. there were a couple of changes made that you should know about and can ignore if you prefer the original values. Changes: The Track hit location on a land Raider is hit fn a 1 instead of a1 or 2 and the Combat speeds of the Leman Russ and Predator were changed to bring them more in line ‘with the system. The fire arcs ofthe Land Raider heavy bolt- ersand of both Land Raider and Predator lascannon spon- sons have been revised to zeflect more realistic fie arcs Datafaxes with two versions (Tempest 1 and 2 and Baneblade Land 2, for example) are the same vehicle with different classes of main weapon NOMINAL VEHICLE SPEEDS Vehicles with a “dash” instead of a slow speed are vehicles ‘that are not capable of turning more than 90° per tum. Theit usable Slow Speed is any speed up to the Combat Speed and they have a nominal Slow speed of 4” if they are ever reduced. to Slow Speed by damage results. This is a simple way to des- ignate that the vehicle is so unmaneuverable that it may not turn more than 90” in one turn. TITANS, BIG WEAPONS AND DATAFAX VEHICLES ‘Assuming you have dealt with the issue of play balance, the ‘mechanics for adding Titans and the higher classes of weap- ‘ons on the Weapons Chart to a Datafax veheile game require only the rule (revised from Inquisitor #10) below. ‘The Titan rules and weapons with a Strength higher than 10 can be used in conjuction with the second edition vehicle and dreadnought Datafaxes with the following change: When ‘weapons with a Strength higher than 10 hit a Datafax vehicle, use the following modifiers (based on the strength of the ‘weapan) to modify the roll on the damage table: Strength10 0 Strength 11 +1 Strength12 +2 Strength 13 +3, Strength 14 +4 Strength 15 +5 Extended Damage Table For All Hit Locations ‘The damage rolls above 6 apply to vehicles and dreadnoughts no matter which location was hit 146 Use normal vehicle or dreadnought damage chart. 7-8. Vehicle destroyed, all crew and passengers killed. 9-11 Vehicle vaporized! Remove from table. Example: A Warlord fires its Class 5 laser and hits a Land, Raider. In this case penetration is automatic as the laser does 30456 damage, more than enough to penetrate automatical: ly. (You didn’t really think your Land Raider had enough ar- mor to stop a Warlord’s laser, did you?) You roll a 4 on the damage roll and add the modifier for the weapon's strength of 13 (43) to the roll for a total of 7 and check the results on the Extended Damage Table. Result 7 states that the whole ve- hice is destroyed (no matter which location was hit) ‘SUSTAINED FIRE WEAPONS ‘The higher classes of sustained fire weapons use the same rules and roll the same number of Sustained Fire dice as the normal Class 1 weapons. All classes of assault cannon roll three sustained fire dice and clears jams one turn at a time, ‘They do not ignore the first jam as a dreadnought-mounted assault cannon does. The special Dreadnought rule isa fix for short, four turn games. If you are using higher class Sustained Fire weapons in a game, Iam assuming you are playing more than four turns, so that a jam is not as devastating as would be ina short game. HOLOFIELDS In the Epic scale rules it mentions that “certain Eldar vehicles and troops” are equipped with Holofields, The troops are, of course, Harlequins and so far, the only “vehicles” in the Eptc game that have Holofields are Phantom Titans. The Eldar Co- dex states "Holofields that mimic the effects of the Holo-suit are also fitted to some Eldar vehicles and all Eldar Titans. We have always assumed that Holofields would be available toat least some of the Eldar vehicles, so here are optional rules for adding Holofields to your Eldar vehicles. These re- place the vehicle holofield rules in fnquisitor #10, The basic Harlequin Holo-suit modifier of-1 is inadequate for use with vehicles because all it does is negate the size mod er for the vehicle. Marines with heavy weapons or Marine ve- hicles will hit a (-1) Holofield-equipped vehicle moving over 20" on a.4+, a 50% chance of hitting-not my idea of a hard to hit vehicle. Another consideration is speed. The background describes Holoficlds as being more effective the faster the ve- hiele is moving, so modifiers should increase as the speed i creases, The following modifiers reflect these considerations. Consider Holofields to be Vehicle Cards costing 50 points each. Vehicles making pop-up attacks use the <10" Holofield listing of -L which is cumulative with the -1 modifier for firing at a target coming out of cover while on Overwatch Vehicle Holotield Modifiers Holofield Holofield+ ——_-Holo+Size+ Move Modifier Vehicle Size Mod Movement Mod 0 0 + 41 <10" a 0 o 10" 2 a 2 20" 3 2 4 30" 4 3 3 With Titan rules changes in Iiguistor #11, we have found that the Titan Holofield modifiers are a bit too high. For those of you that are interested, try these same modiliers with your Eldar Titans. I still feel that these are a bit low for Titaas, but give them a try and send some feedback. 1s HWSO ASSAULT CANNONS, ‘Assault cannons have gradually infiltrated the 40K universe from their beginnings as single-battle disposable weap- ‘ons for Terminators only (!) to their current availability for Terminators (including any Wolf Guard squad model), dreadnoughts and vehicles. This weapon is probably the most generally effective weapon in the game, deadly against infantry and also quite effective against all but the toughest vehicles. Using the Dark Millenium vehicle weapons substitution rules it is possible to arm a Land Raider with two twin- ‘mount assault cannons (no points change), three twin-mount assault cannons (+60 points) or six indepenclent firing assault cannons (also +60 points). If you also allow the use of the Dark Millenium vehicle weapons substitution rules tobe used for dreadnoughts (very questionable), its possible to arm your Space Marine dreadnought with 2 twin la- sers and then convert them to assault cannons for a quad assault cannon-armed dreadnought. These examples are quite far from what the game designers intended and make the game pretty unplayable if you are facing one (or more!) of these monstrosities. SUGGESTIONS In Epic scale, Ork Titans equipped with the Ork equivalent of assault cannons (gatling cannon etc) are limited to one of these weapons per Titan because of their prodigous rate of ammunition comsumption. In the name of playability, would strongly reccomend applying one of the following suggestions to limit the use of assault cannons, 1. Amaximum of one assault cannon is allowed per vehicle, dreadnought or Titan. 2. Assault cannons (maximum of one per) are limited to Terminators, dreadnoughts (which are basically Clase 1 Titans) and Titans only. This suggestion is my prefered solution and is probably the closest to the original background of the game. EPICAST U.S.A. Nick Tompkins offers resin cast vehicles for use with Games Workshop's Warhammer 40,000™ game. Rhino Conversion Kit (Vindicator and Whirlwind) $10.00 Models are supplied unpainted, some assembly required. Imperial Termite Tunneller '$22.00 All vehicles come with WHAOK compatible datafax cards ‘Shipping is via Priority Mai Eldar Falcon Grav Tank $22.00 §2.90 per? models, $5.00 shipping per Stomper. (Ork Gobsmasha Tank $25.00 California residents please add 7.25% CA sales tax. (Ork Stomper (Gork or Mork Head) Sse ie eee eee mee Me renee EPICAST U.S.A. 1495 Quail Valley Run Oakley, CA 94561-3425 Phone (510) 625-5862 Fax (510) 373-6195 mes Workshop Lid. Warhammer® isa registered trademark of Games Workshop Ltd V et, Gobsmasha areal trademarks. pending regia AlQuston ® MPERIAL WOVEMENT "ARMOR FronfiSide, Rear RAM VALUES | MAX WEAPONS CAPACITY VEHICLES Trek, crew} HULL Wheels | Hull | Turret | Weapons! str.| Dam |sv.| Main | Secondary | MGs] PASSENGER | POINTS F capacity | cost [taht APE 25. NA, = = APC. 25 zoe | 2000 Terr = Heavy APC. 20 ‘2200 |~ 2200 “4cL4 [Super Hvy APC 16 Baa [202 iCasse [| acct | 6 Light Tanke ra 206, 3eLt = Tank 20 2At8 ‘ela | act Hen Tank 16. 23120 axCL 3 Tank 12 aa | 252 2xCL 3 Light SP Gun oe —[__NA [SP Gun RARTEW Heavy SP Gun 2at7 [Sup. Hvy. SP Gun ante toe [Light Ass. Gun zate | 2a8 [Assault Gun 230] 230 ivy. Aseit. Gun aur {2402 [S.H. Assit. Gun aes | 25133 [ELOAR WOVEMENT ‘ARMOR FrontSide, Rear TAM VALUES | MAX. WEAPONS CAPACITY vehicles crem | HULL Wespone| str.] OAM | Sv.! Main | Secondary | MGs| PASSENGER | POINTS capacity | cost [Light APC 7 15 35. 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Teo "SPISWOTY HOMEY 4NaWaAOW 280 JIGS ON HEAVY WEAPONS CLASSES Version 2/95 ‘cass | str | oawace|[sv.mo.[sust] AREA | RANGE | pomTs {Man Po se Rules) 4: Super age en, Maun Tan GRENADE LAUNCHER/MORTAR (HE, FRAG) LASER | sta | pamace|sv.mo.|sust| AREA | RANGE er D6 = = Es en rs it asst + = cies ee ae dombotiabane aoe = ELDAR HEAVY WEAPONS CLASSES: $— [sso ss06- 1 PULSE LASER (6 Shots) Gass 1 7 [a = AUTOCANNON ‘= Suet] soy = eo es Re eee Ee ees rete r % = ae so Pisses Tr ne Te DISTORTION CANNON [GLASS] See Wane ws ony =e BATTLE CANNON (Hi [ona] arerncn as Cases rm s 3] crane ire rane 2-1 rs eats VIBRO-CANNON tres Te 7 ae abe Sore [ores eS eee Ea nal Cast TV Carpov a+ TSF. Mand Gee Garage HEAT LANCE ess —— 2 oe = SP ansane | =e] aap aeeroe [se TL snsaoe [iF | Tie [Sima and Dari dup a eg ease (eos UBIO [CLOSE COMBAT WEAPONS POWER FIST ise: Gab ued once : RSS TT $ [1] aie water) a= = rn [it erd wouniroesm MULTI MELTA, Guassi[_# a ni rst Expoate ca Fist MULTL-LAUNCHER, LAS CUTTER. MULTILASER Le TaD soe POWERSWORD Dlquishos VEHICLE DAMAGE TABLES These tables do not cover bikes, light vehicles ( buggies, speeders etc.), or walkers. Hit Locations “If there are multiple main weapons randomize between possible weapons that the firer could see. If there are multiple secondary ‘weapons randomize between possible weapons that the fier could see. Secondary weapon examples: Predator lascannions, Leman Russ Iascannon and heavy bolters, Tempest shuriken cannons, Basic Vehicle APC/SP Gun/Assault Gun 1 Track/Wheel/Grav Engine 2-5 Hull 6 Weapon" SP Gun/Assault Gun with secondary weapons 1 TrackWheeWGrav Engine 24 Hull 5 Secondary Weapon Position’ 6 — Weapon* Tank (main weapon(s) in rotating turret) 1 TrackWheel/Grav Engine 2-4 Hull 5-6 Turret ‘Tank with secondary weapons 1 TrackWheeV/Grav Engine 2-3 Hull 4 Secondary Weapon Position* 5-6 Turret VEHICLE DAMAGE TABLES Dé —_Track/Wheel/Grav Engine Damage Table ‘The track/wheel/grav engine is damaged but keeps running, The vehicle may only moveat slow spoed for he rest of the game. 2S The track/wheel/geav engine is destroyed. The vehicle moves cout of control next tum and then comes toa permanent halt for the rest ofthe bate, © A track/ wheel grav engine is blown off and the reculting ‘damage causes the vehicle to Mip over. The wreck comes fo rest Ds" away ina tandom direction. Any made! it lands on takes D6 [7 hts with 3-2 saving throw modifier Roll Db for each model ‘onboard. They ate killed in the crash on a DS rall of, Sar6 with oarmor save allowed, Surviving models may dismount using the narmal niles Hull Damage Table The driver i hit and killed with no armor save. The vehicle will ‘move out of contra until another model takes ove. 2-4 A lacge explosion tears through the crew /passenger compatt- ment. Rolla Dé foreach model on boaed. Ona roll of4,50r6 they are hit and killed with np armor save allowed. 5 The vehicle's engine explodes, killing everybody on board with no armor save allowed. The vehicles spun round to face ita ran dom direction by the force ofthe explosion and then comes to permanent halt © A spark ignites the vehicle's fe! tank and it bursts into flames, killing everybody on board with no armor save allowed. The am- munition of any vehicle with Class o higher heavy weapon | ‘explodes. The vehicle is destroyed and any models within of the vehicle suffer De Strength 10 hits with 4-3 saving throw mod. ier. there are no Class 1 or higher heavy weapons, the Maming wreck moves out of contol next tutn and then explodes killing everybody on board with no armor save allowed. Anything with in of the vehicle wherever itends up i caught inthe explosion, suilering damage exactly aif hit by a heavy flamer. Weapon and Secondary/Sponson Weapon Position Damage Table I enere are multiple main weapons randomize between possible weap: ‘ons that the ier could see, If there are multiple secondary weapons ran- ‘domize between possible weapons that the fier could se Ds 11 _The weapon ie damaged and the weapon may only be fred if you first roll or more on a IDS. 2:5 The weapon i destroyed and the weapon may not fre forthe rest ofthe game. 6 The weapon is destroyed as above, but the explosion causes 3 flashback to the hull causing a secondary explosion there, Rell on the Hull Damage Table to find out what effect this has De Turret Damage Table 41 Any weapons mounted inthe ruret are damaged and may only be fired if you fist roll 4.0r more on D6 fr each weapon 2 Theturret is jammed and may no longer rotate. Weapons may. only ie ine straight ine at targets that are directly infront of i 3 Theturret gunner(s) are killed. Unless the positions are taken ‘over by other crew member(s), weapons may no longer he fired, 48 The ammunition stored inthe turret explodes and the vehicle is destroyed. All he crew are killed with no armor save allowed land the turret is blown off, lying 2D6" ina random dinection be- fore crashes to the ground. Anything under the spot where itlands takes Dé strength 9 hits with a6 saving thro TAwsHOR 2 FALCON VARIANTS ELDAR LIGHT FALCON APC Light Grav APC: Skimmer 40 Points MOVEMENT: _HITLOCATIONS/ARMOR Slow Comb. Fast 06 Location Front Side/Rear 40" 24" 35" 4 GravUnit 14 1 25 Hull 7 6 Weapon 12 12 RAM VALUE: 7 Strength D10 Damage -5Save CREW: TRANSPOR Eldar Guardian Driver 5 Eldar or one support ‘weapon platorm, WEAPONS: Twin linked sh the frm en catapalts with targeter and a 9" field of ire 10 WEAPON DATA [Weapon __Sh. Long Sh. Long St. Dem. Mod, Pen. Special ShunenCaepeeO121228 «1-124 Sask Fire 20 ELDAR FALCON AP¢ Gray APC: Skimmer 95 Points MOVEMENT: _HITLOCATIONS/ARMOR Slow Comb. Fast 06 Location Front Side/Roar 40" 20" 30" 4 GravUnit 15 15 25 Hu 16 © Lascannon 12 12 RAM VALUE: 8 Strength D12 Damage -5 Save CREW: TRANSPORT: 1 Eldar Guardian Driver 1 Eldar Guardian Gunner 10 Eldar or wo support weapon plaorms WEAPONS: (One Class | Taseannon with a targeter snd s 45° field of fire ta the fr and twin linked shuriken catapults with targeter and 3 90 Hold f fire to the front WEAPON DATA Range Tort Save Amor / LWeagen_Sh. Long Sh. Long Str. Sem,Mod. Pen. Species _| _Lasamon 0202000 -_- 9.2056 sbs+9 ‘Suter Compamorzi22e vi Ate FALCON LIGHT SP GUN Light Grav SP Gun: Skimmer 85Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast 06 Location Front Side/Rear 10" 24" 35" 1 Gravunit 15 15 25 Mull 18 16 6 Lascannen 15 415 RAM VALUE: 7 Strength D12 Damage -5 Save CREW: 1 Eldar Guardian Driver 1 €ldar Guardian Gunner WEAPONS: ‘One Class | laseannon with 2 targeter and 2 45" field offre w the Front nd twin linked shuriken catapults with targeter snd a 90° field of fire to the from ELDAR FALCON $P GUN Grav SP Gun: Skimmer 145 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front 40" 20" 1 Gravunit 16 25 Ms 20 6 Lascannen 17 RAM VALUE: 8 Strength 12 Damage -5 Save CREW: 1 Eldar Guardian Driver 1 Eldar Guardian Gunner WEAPONS: (One Class? Hascannon with a targeter and a 45" ied of Fire o the font, and tin Linke shuriken catapults with targeter and a 90 field of fire to the front WEAPON DATA Renge Tort eve Armor ‘Weapon Long Sh Long Sit. Dem. Mod. Pen. Special CL 2Laecaoon 201000610 [sorter Cxnpn0-1213-24 +3 ‘Deed Suet Fre20 | 12 UbrQuasa ro ELDAR HEAVY VEHICLES ELDAR TEMPEST 1 Heavy Grav Tank: Skimmer 305 Points MOVEMENT: _HITLOCATIONS/ARMOR Slow Comb. Fast 06 Location Front Side/Rear 18" 25" 1 GravUnt 17 47, 23 Mull 22 48 4 Shuri. Gan. 18 48 RAMVALUE: 56 Turret 23 20 ‘9 Strength D12 Damage “5 Save CREW: 1 Eldar Guardian Driver 1 Eldar Guardian Main Turret Gunner 1 Eldar Guardian Upper Turret Gunner 2 Eldar Guardian Shuriken Catapult Gunners WEAPONS: The Tempest'sturet-mounted main armament can eitherbe reds asingle shot Class 2 lascannon or as a Class 2 pulse laser (6 shots), both with a targeter and a 360" field of fre. It also camies ewin linked shuriken ‘cannons with targeter in a subturret with 2 360° field of fire and two batteries of three linked shuren catapults per side, with 90° acs of fire to the fet font and right font WEAPON DATA ange Tone ‘Save Armor | ‘sh. Long $h. Long Sw. Dam Mod. Pen. Special 40 2010-7 201006010 Dt 3 Deedee 68hom | ven (t.2Pmetmer 0202060. - 7 ELDAR TEMPEST 2 Heavy Grav Tank: Skimmer 350 Points MOVEMENT: _HITLOCATIONS/ARMOR Slow Comb. Fast 06 Location Front Side/Rear e 18" 25" 4 GravUnit 17 7 20 Hull 22 18 4 Shurl. Can. 18 18 RAMVALUE: 56 Turret 23 20 9 Strength D12 Damage -5 Save CREW: 11 Eldar Guardian Driver 1 Eldar Guardian Main Turret Gunner 1 Eldar Guardian Upper Turret Gunner 2 Eldar Guardian Shuriken Catapult Gunners WEAPONS: The’ Tempest'sturtet-mounted main armament caneitherbe firedas single stot Class 3 lascannon of as a Clas 3 pulse laser (6 shots), both with a targeter and a 360" field of fire. also caries twin linked shuriken cannons with targeter in a subwrret with a 360" field of fire and two batteries of three linked shuriken eatapults per sie, with 90° ares of fire to the lft fot and right Front. WEAPON DATA Range Tora ‘Sn. Long SP. Lang Se. Oo tod. Pan. Specie Tbh 9 bhDe Caiae weapon, ‘CiSiaeceren 0202072 = [CoP 0202072 = ShrhenGoma0202040 «1 8 D8 -3--DteDGnSSust Frea0_ | shuren Comuns0202040 +1 5 D4 04-645Suat Fire a0 tern i21R24 «1-41 2 Ded Suet FeO || [ShurhenCumpud-121008 +1 - 41 2 DOr Sua WSO. ELDAR FALCON HVY 5P GUN | ELDAR FALCON HEAVY APC Heavy Grav SP Gun: Skimmer 220Points | Heavy Grav APC: Skimmer 145 Points MOVEMENT: HITLOCATIONS/ARMOR | MOVEMENT: ~~ HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear | Slow Comb. Fast 06 Location Front Side/Rtear e" 18" 25" 4 GravUnit 17 17 a te" 28" 4 Gravunit 1717 25 Hu 2 4 25 Hull 2048 © Lascannon 18 6 tascannon is 18 RAM VALUE: is RAMVALUE: CREW: 9 Strength REW: 9 Strength 1 Eldar Guardian Driver 12 Damage 1 Eldar Guardian Driver Di2Damage —1 Eldar Guardian Gunner “Save 1 Eldar Guardian Gunner “5 Save TRANSPORT: 10 Elda or oo suppor weapon platforms WEAPONS: (One Class §Iaseannon with a targeter and 1 45° field of fire othe fron tnd (in finked shuriken catapults with targeter and a 90° eld of fire tothe Fran. WEAPON DATA WEAPONS: Two twin linked Class | laseannon with 2 target- ‘et and 245° field office tothe front and two twin linked shuriken ‘eata-pults witha targeter and a 90° field of fre to the front. Upgrade shuri-ken catapults to a shuriken cannon for +10 points. WEAPON DATA Fangs TORE od ‘Sh Long Sh. Long SY. Dem. Mod. Pen Special 9 206-6 20500 Weepon, ‘Chilseareen 0202050. ~~ Justa 3 IMPERIAL GUARD APCS IMPERIAL GUARD RHINO APC: Tracked 50 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear "48" 25" 4 Tracks = 15 15, 28 Hull 20 18 © Bolters 12 42 RAM VALUE: 7 Strength D12 Damage “5 Save CREW: TRANSPORT: imperial Guard Driver 10 Imperial Guard troops or 5. Osryn. WEAPONS: ‘Twin linked bolters with a 360" field of fire. The Rhino may be fited with auto-launchers with frag or blind grenades at an additional cost of +5 points ‘WEAPON DATA Tange Tani ed {Gh Leng Sh. Long Si. Dam. Med. Pen. __ Speci ome da 4 tt Obed {weapon eter IMPERIAL GUARD CHIMERA ‘Heavy APC: Tracked 100 Points MOVEMENT: _HITLOCATIONS/ARMOR Slow Comb. Fast D6 Location Front Side/Rear 7 44" 20" 4 Tracks 17 17 25 Hull 22 20 6 Turret 22 20 RAM VALUE: @Strenath D12 Damage -5 Save CREW: TRANSPORT: 1 Imperial Guard Driver 10 Imperial Guard toops or 1 Imperial Guard Gunner 5 Ozyn 1 Imperial Guard Heavy Bolter Gunner WEAPONs: (One trret mounted multi laser with targeter and 2 360° felé offre and ‘one heavy Bolter with 90" field of rite to the fot. The Chimera may be fitted with auto-launchers with frag or blind grenades at an auitional cost of +5 points IMPERIAL GUARD LAND RAIDER Heavy APC: Tracked 190 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear 7 14" 20" 4 Tracks = 17 17 25 Mull 22 20 6 Lascannons18 18 RAM VALUE: 8 Strength D12 Damage -5Save CREW: TRANSPORT: 1 Imperial Guard Driver 10 Imperial Guard troops or $ 2imperial Guard Gunners Ogryn. WEAPONS: Four Cass | Iascannon, 10 Finked in each side mount with targeters and ‘with 9° ares of fr to the left front and right front. and twin linked feavs| Dolters with targeter and a 90° Feld of fire tothe front and a 90" fei of fire to the rear. The Land Raider may be fitted with auto-launehers with frag or blind grenades stan additional cost of #5 points, WEAPON DATA ange Tone ‘Weapon Lasinaen 0202060. [Meer etes 0.202040 - Super Heavy APC: Tracked 290 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. DG Location Front Sido/Rear a" 10" 1 Tracks 20 20 24 Mul 25 22 5 Sponson 20 20 6 Turret 25. 22 RAM VALUE: 10Strength = CREW: 020 Damage —_1 Imperial Guard Driver 6 Save 1 Imperial Guard Turret Gunner 2 Imperial Guard Sponson Gunners TRANSPORT: 35 tinpcrial Guar troops (one platoon) WEAPONS: ‘One turret mounted Class 3 GLimortar assault version-tlf range with ‘argeter anda 360" fel of fize. Two sponson mounts, each with one Class | grenade launcher (assault version-half range) With targeter and 3 | S0" fied of fire to the sie of the veiele and three heavy bolters wich targeters, each covering 60” of the grenade launcher fice are. The Gorgon is fitted vith auto-aunchers with frag or blind grenades. WEAPON DATA Range ‘Sh. Long Sh. Long Sw. Dam. L2GiAer 0101070 = Gide 0101020 - = Hen ote 0202040 5 Squish IMPERIAL GUARD TANKS GUARD LIGHT PREDATOR Light Tank: Tracked 150 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast 06 Location Front Side/Rear B18" 25° 4 Tracks 15 15 23 Hull 20 18 4 Sponson 16 16 RAMVALUE: 5-6 Turret 22 7 Strength D12 Damage -5 Save CREW: ‘Imperial Guard Driver 3 Imperial Guard Gunners WEAPONS: ‘Turret mounted Clas | autocannon with targeter and 360 field of Fire ‘Two laseanmon, one in each side mount with targeter with 90" ares of fire (othe lett front and sight font, The Predator may be filed with autor Taunehers ith frag or blind grenades at an ational cost oF +5 poiais IMPERIAL GUARD PREDATOR Battle Tank: Tracked 180 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear ‘S* 14" 20" 1 Tracks = 16 16 23 Hull 22 4 Sponson 17 RAMVALUE: 56 Turret 25 8 Strength 12 Damage -5 Save CREW: 1 Imperial Guard Driver 3 Imperial Guard Gunners WEAPONS: “Turret mounted Class 2 autocannon with targeter and s 360° field of Fite. “Two Taseannon, one in each side mount with targeter with 90" azes of fire Wo the left front and eight feont. The Predator may be fitted with auto- Jaunchers with frag or blhud grenades at an additonal cost of +3 poins WEAPON DATA Range Tori ‘Seve Armor [Weapon _Sh. Long Sh. Long 9¥, Dem. Mod. _Pen__Special ‘Gtauecsmon 0202072 - 9 D104 Di0sD6r@Sust Fre 1D [Pitan 0202080 -—- 9 205 6 06 = | IMP. GUARD LEMAN RUSS 1 Battle Tanki Tracked 205 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear 7 ta" 20" 1 Tracks 1 16 2a Hull 2: 18 4 Sponsitas 17 17 56 Turret 25 22 RAM VALUE: CREW: 8 Strength 1 Imperial Guard Driver Di2 Damage 4 Imperial Guard Gunners “5 Save WEAPON: (One turet mounted Class 2 battle cannon with targeter and a 360" Field ‘of fire and two heavy bolters, one in ezch side mount with targeter and 18180 fildof fret ther side ofthe vehicle, One lascanawn with targeter ‘anda 90" field of fir tothe front The Leman Russ may be ited with auto- launchers with frag or blind grenades at an additional cost of +5 points WEAPON DATA IMP. GUARD LEMAN RUSS 2 Heavy Tank: Tracked 285 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Siow Comb. Fast 06 Location Front Side/Rear 4" 40" 16" 1 Tracks = 17 17 23 Hull 2 20 4 Sponsjlas 18 18 5-6 Turret = 25 22 RAM VALUE: CREW: 9 Strength 1 Imperial Guard Driver D12 Damage 4 Imperial Guard Gunners “5 Save WEAPONS: ‘One turret mounted Clas 3 battle cannon with targeter and a 360" field ‘offre and two heavy bolters, one in each side mount with targeter and 4180" field of fire to their side ofthe vehicle. Oe nscannon with targeter ‘and 290" field Fire tothe front. The Leman Russ may be ited with auto- launchers with frag or blind grenades at an additional cost of +5 points WEAPON DATA Range TOR ‘ee Aor r age Tor Sa her [weapon Sh. Long Sh. Long S¥. Dem. Mod. Fen. speciai | | [Weapon __Sh. Long Sh. Long Sw. Dam, Mod: Pan. Species Gieaiecmveozs07e == 8 206-2 abere gGuet | CobaawCmio07a 6306 3 abode (lana cn avoz02072 —_ 2084 awe = || (SSeamomurozazoes == YoSe06 7 wows tmereen 0202080" 2084 _a0e+0 =e aos 5080 (yon 0902040 _= “oa (ieee —b0a040 == 6a hobo Feed ] Dlawush ross a GUARD SUPER HEAVY TANKS IMPERIAL GUARD BANEBLADE 1 | IMPERIAL GUARD BANEBLADE 2 Super Heavy Tank: Tracked 470 Points | Super Heavy Tank: Tracked 540 Points HITLOCATIONS/ARMOR | MOVEMENT: HITLOCATIONS/ARMOR DE Location Front Side/Rear | Slow Comb. Fast D6 Location Front Side/Rear 1 Tracks 20 20 - 6 42" 4 Tracks 20 20 24 Hull 2a 22 24 Hull 24 22 5 Secondary weape 20 20 5 Secondary Wears 20 20 6 Turret 25 25 RAMVALUE: 6 Turret 25 25 10 Strength 020 Damage 6 Save CREW: 1 Guard Driver, 2 Guard Hull Gunners, 2 Guard 1 Guard Driver, 2 Guard Hull Gunners, 2 Guard ‘Sponson Gunners, 2 Guard Turret Gunners ‘Sponson Gunners, 2 Guard Turret Gunners WEAPONS: WEAPONS: Turret mounted Class 2 battle cannon and lascannon, both with | Turret mounted Class 3 battle cannon and lascannon, bth with targeter tangeter and a 360° field of fire. Inthe hul: one C1 je canon, | and 2 360" field of fire. In the hull: one Class 3 battle cannon and one ‘one heavy bolter, and one bolter, each with a targete and a 90" are of | heavy bolter, each with aargeter and a 90" are of fire io the front. In ach fire to the front. In each sponson mount, one lascannon, with targeter | sponson mount, one lascannon, with targeter and a 180° field of fire to and a 180° field of fire to the side ofthe vehicle and three heavy holters. | the side of the vehicle and three heavy bolters, each covering 60" of the each covering 60° ofthe aseannon fire arc. The Baneblade is fited with | lascannon fice arc, The Baneblade is fied with auto-taunchers with fag, anto-launchers with frag or blind grenades. or blind grenades. WEAPON DATA “Rage Toe “er [Weepen Sh. Long Sh. Long St. Dem. Mock Pen. Speci ‘C2 Cn e020 20-72 = ELDAR 4 VE "a ‘+ Eldar Pirates (based on Battlefleet ( y\ i | 3 nS Gothic drawings) + Vyper Jetbikes A list of figures or models that readers * Vibro-Cannon would like o see Games Workshop make. + Other Aspect Warrior Types + Exarchs and Farseer/Warlocks with IMPERIAL alternate weapons + Horus and the Emperor - Final Battle + Slaaneshi Eldar + Emperor on Throne (after battle) + Marine Musicians NON-FIGURE RELATED + Marine Primarchs ‘* More 40K card buildings + Adeptus Sororitas figures ‘+ The rest of the Inquisitor Wars novels * Space Wolf Wulfen figures 2s GrMsOR IMPERIAL GUARD SUPER HEAVY SELF-PROPELLED GUNS IMP. GUARD SHADOWSWORD 1 ‘Super Heavy SP Gun: Tracked 445 Points MOVEMENT: _HITLOGATIONS/ARMOR Stow Comb. Fast 06 Location Front Side/Rear = 6" 42" 4 Tracks 20 20 24 Hutt 2 8 5 Sponson 20 © 20 RAMVALUE: 6 MainWeaponzo 20 10 Strength 20 Damage 6 Save CREW: 1 Guard Driver, 1 Guard Heavy Bolter Gunner, 2 Guard Sponson Gunners, 1 Guard Main Gunner WEAPONS: ‘One Class fascannon with targeter and 345° field office tothe Font. fn the bull: one heavy bolter with targeter and a 360° arc of fire, and one Dolter, with targeter an» 90° are of Fie tthe front. In each sponson ‘mount one laseamnon, with targeter and & 180° field offre wo he side of| the vehicle and three bolters with targeters. cach covering 64” of the Jascannon fire are, The Shadowssord is fed with autodaunehers with fray or blind grenades, WEAPON DATA IMPERIAL GUARD STORMBLADE ‘Super Heavy SP Gun: Tracked 730 Points MOVEMENT: _HITLOCATIONS/ARMOR ‘Slow Comb. Fast D6 Location Front Side/Rear ~ 6 12" 4 Tracks 20 20 2.4 Mull 2a 18 5 Sponson 20 20 RAMVALUE: 6 Main Weapon20 20 10 Strength 1 Guard Driver, 2 Guard Hull Gunners, 2 Guard Sponson Gunners WEAPONS: One Class plasma cannon with targeter and 245" feldof hi In he hall: one heavy bolter with targeter and 2 360° ate of fire, and one Dbolter, with targeter and90' ac of fireto the font. noe sponson mount fone Class? battle cannon, with argeter and 180" feld of fire the side ‘of the vehicle ad three bolters with targeters. cach covering 60° of the battle cannon fire are. Inthe other spenson mount, arack holding four single shot Hunter/Killer missiles (Vehicle card). The Stormblade is ited with tothe front auto-launchers wih frag or blind grenades Fe Range Tort See mer WEAPON DATA |Weapen _sh. Lang Sh Long St. Dam. Mod. Pen. Special ‘isc 0202004 [weapon Sh. Long Sh Long Sir Speci Liseweon 0202060 = GaruonaGah 0202095 - = 1930r300-9 ADbead_¥ Bast ‘eo Solr 6202040 (GzemGnneoz02072 -—- 8 2009 bed F* Best oe onzI228 ot Gate ConAPO-202072 99066 ADO : kine Line of Sight =. a 201046 BOio.o8@e Feo Boter 0202040» = 8 O42 Gt. D6,8Suet Fre 25 [Bone 0.121224 v1 = 11 ed Visa] Wisi pee rae MISCELLANEOUS, * Full size Grabber-Slasher * New Genestealer Patriarch ‘* More weapons options for Chaos Dreadnoughts + Heavy Webber, Graviton Gun, Multi-Laser + Driver figures for all races + Chaos Androids ORK ‘© Mega-Armor Orks with separate arms + ‘Eavy Armor Ork boar riders. + Death Skull Lootas with Kombi weapons A few of the things on previous Wish Lists have made it into production and are available in the U.S. The larg- er Avatar and all of the Ork Support Weapons are now available. Space Ork Mega-Armor models with sepa- rate arms are about to be released and I have heard ru- ‘mors of Death Skull figures with giant weapons. The Hive Tyrant is about to be released in England, so we will eventually see it here in the U.S. as well.

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