Codex - Adeptus Mechanicus Angry Cyborg Edition

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Introduction

This is an initiative to improve internal and external balancing of codices.

Every Angry Codex should be able to make the game more fun on its own. While ideally two angry codices will face each other, an angry codex should be able to play against both a normal codex and an angry codex.

The two most important rules are that angry codices should be fun to play with, which is obvious, but just as important, it must be fun to play against.

Got a plan going, it´s just going to take some time.

Disclaimer

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

WIP

Detachments and Formations

Detachments

Battle Congreation

Restrictions:

Core Choices:

Auxiliary Choices:


Formations

Oathsworn Knight

Formation:

  • 1 Imperial Knight, 1 Questoris Knight or 1 Cerastus Knight

Restrictions: None.

Special Rules: None.

Knight House

Formation:

  • 1 of the following:
- 3+ Imperial Knightss
- 3+ Questoris Knights
- 3+ Cerastus Knights

Restrictions: None.

Special Rules:

  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.
  • Ionic Shieldwall: As long as model from this Formation is within 6" of one or more other models from this formation, it may re-roll failed invulnerable save.
  • Knight Baron: One model from this Formation gains the character type and may select a single item from the Heirlooms of the Knightly Houses list.

Cult Mechanicus Battle Maniple

Formation:

  • 1 Tech Priest Dominus
  • 2-8 of the following:
- 1 Breacher Maniple
- 1 Destroyer Maniple
  • 0-4 of the following:
- 1 Fulgurite Elecro-Priest Maniple 
- 1 Corpuscarii Elecro-Priest Maniple
  • 0-2 of the following:
- 1 Kastelan Robot Maniple

Restrictions:

None.

Special Rules:

  • Incantation of the Iron Soul: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; friendly units with this special rule gain the Fearless special rule until the beginnning of your next turn.
  • Litany of the Electromancer: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; enemy units suffer a single Strength 4 AP - hit for each model with this special rule in units that they are locked in combat with, resolved at the Initiative 10 step of the Fight sub-phase.
  • Chant of the Remorseless Fist: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; units with this special rule may re-roll failed To Hit rolls when making close combat attacks until the start of your next movement phase.
  • Shroudpsalm: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; units with this special rule gain the Stealth special rule until the start of your next movement phase.
  • Invocation of Machine-Might: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; units with this special rule add +1 to their Strength characteristic until the start of your next movement phase.
  • Benediction of Omniscience: Once per game at the start of your movement phase in which you are not using the any other special rules from this formation you may use this special rule, if you do; units with this special rule re-roll failed To Hit rolls of 1 when making ranged attacks until the start of your next movement phase.

Skitarii Macroclade

Formation:

  • 4 Skitarii War Cohorts
  • 0+ Ordinatus Engines
  • 0+ of the following:
- 1 Warhound Scout Titan
- 1 Reaver Battle Titan
- 1 Warlord Titan
- 1 Imperator Titan

Special Rules:

  • Technomartyr Concords: Whilst your Warlord is alive all models in this Formation have the Fearless special rule.

Skitarii War Cohort

Formation:

  • 1 Master of Skitarii
  • 3 Skitarii Battle Maniples
  • 0-1 of the following:
- 1 Baneblade Super-heavy Tank
- 1 Cerberus Heavy Tank Destroyer
- 1 Dominus Armoured Siege Bombard
- 1 Fellblade Super-heavy Tank
- 1 Gorgon Heavy Transporter
- 1 Macharius Super-heavy Tank
- 1 Malcador Super-heavy Tank
- 1 Minotaur Artillery Tank
- 1 Praetor Armoured Assault Launcher
- 1 Valdor Tank Hunter
  • 0-1 Fortification

Special Rules:

  • Crux Mechanicus: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits Table.
  • Relentless March: Infantry models with this special rule gain the Fleet, Move Through Cover and Relentless special rules.

Skitarii Battle Maniple

Formation:

  • 1-3 of the following:
- 1 Hyspasist Maniple
- 1 Skitarii Ranger Maniple
- 1 Vanguard Maniple
  • 0-2 of the following:
- 1 Ruststalker Maniple
- 1 Infiltrator Maniple
  • 0-1 Dragoon Maniple
  • 0-2 of the following:
- 1 Ironstrider Maniple
- 1 Dunecrawler Maniple

Restrictions: None.

Special Rules:

  • Binaric Omniscience: Once per game for each Formation in your army with this special rule you may enact a single Doctrina Imperiative. Doctina Imperiatives may only be enacted during your Movement phase and only one may be enacted each turn. When a doctrina imperiative is enact all friendly models that are part of a Skitaarii Battle Maniple add +1 to their BS or WS (choose for each unit). At the end of the game, before seeing who controls end of game objectives, all units with a toughness value affected by this special rule must pass a number toughness tests equal to the number of Doctrina Imperative you enacted this game times the number of models in the unit or suffer a single wound with no saves of any kind allowed for each failed test. Wounds inflicted by this special rule can only be allocted onto models with this special rule. Note that Feel No Pain rolls are not saves and as such can still be made.

Forces of the Adeptus Mechanicus

HQ

Tech Priest Dominus

Master of Skitarii

Troops

Hyspasist Maniple

WS BS S T W I A Ld Sv Unit Type Composition
Hyspasist 50 pts 3 2 3 3 1 3 1 8 5+ Infantry 9 Hyspasists, 1 Hyspasist Alpha
Hyspasist Alpha 3 2 3 3 1 3 2 9 5+ Infantry (Character)


Wargear

  • Lasgun
  • Frag grenades

Special Rules:

  • Feel No Pain (6+)

Options

  • One other Hyspasist may replace his lasgun with a heavy flamer - 5 pts
  • Up to two Hyspasists may replace their lasguns with one of the following:
- Flamer - 5 pts
- Grenade Launcher - 5 pts
- Plasma Gun - 10 pts
- Melta Gun - 15 pts
  • The squad may take krak grenades - 2 pts
  • The squad may take a Chimera or Taurox as a Dedicated Transport

Vanguard Maniple

WS BS S T W I A Ld Sv Unit Type Composition
Vanguard 40 pts 3 2 3 3 1 3 1 8 4+ Infantry 4 Vanguardss, 1 Vanguard Alpha
Vanguard Alpha 3 2 3 3 1 3 2 9 4+ Infantry (Character)


Wargear:

  • Radium carbine
Range S AP Type
18" 3 - Assault 2, Rad Poisoning, Gets Hot!

Rad Poisoning: Any target which suffers one or more unsaved wounds from a weapon with this special rule counts all terrain, including open ground, as dangerous terrain in its next. If a target which suffered one or more unsaved wounds does not move it instead suffers a S 3 AP - hit for each model in the unit.

Special Rules:

  • Feel No Pain
  • Rad-saturation: While a unit, friend or foe, is locked in a combat with one or more models with this special rule all models in that unit subtract 1 from their Toughness (to a minimum of 1).

Options:

  • May include up to five additional Vanguards - 8 pts/model
  • Vanguard Alpha may take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear and Relics of Mars lists.
  • One Vanguard may take one of the following:
- Enhanced data-tether - 5 pts

Whenever a unit with an enhanced data-tether is affected by a Doctrina Imperative, all models in the unit add 1 to the Leadership characteristic on their profile until the start of your next turn. Note this is not cumulative with the effects of a broad spectrum datatether

- Omnispex - 10 pts

Cover saves taken against attacks made by a unit that contains at least one model equipped with an omnispex are made with a -1 modifier.

  • Up to two (three if the squad numbers 10 models) other Vanguards may replace their radium carbines with one item from the Special Weapons list.
  • The squad may take a Rhino, Razorback, Drop Pod, Chimera or Taurox as a Dedicated Transport

Ranger Maniple

WS BS S T W I A Ld Sv Unit Type Composition
Ranger 40 pts 3 2 3 3 1 3 1 8 4+ Infantry 4 Rangers, 1 Ranger Alpha
Ranger Alpha 3 2 3 3 1 3 2 9 4+ Infantry (Character)


Wargear:

  • Radium carbine
Range S AP Type
30" 4 4 Heavy 1, Precision Shots

Special Rules:

  • Feel No Pain

Options:

  • May include up to five additional Rangers - 8 pts/model
  • Ranger Alpha may take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear and Relics of Mars lists.
  • One Vanguard may take one of the following:
- Enhanced data-tether - 5 pts

Whenever a unit with an enhanced data-tether is affected by a Doctrina Imperative, all models in the unit add 1 to the Leadership characteristic on their profile until the start of your next turn. Note this is not cumulative with the effects of a broad spectrum datatether

- Omnispex - 10 pts

Cover saves taken against attacks made by a unit that contains at least one model equipped with an omnispex are made with a -1 modifier.

  • Up to two (three if the squad numbers 10 models) other Rangers may replace their radium carbines with one item from the Special Weapons list.
  • The squad may take a Rhino, Razorback, Drop Pod, Chimera or Taurox as a Dedicated Transport

Elites

Fast Attack

Valkyrie Squadron

BS FA SA RA HP Unit Type Composition
Valkyrie 100 pts 3 12 12 10 3 Vehicle (Flyer, Hover, Transport) 1 Valkyrie
Vendetta 3 12 12 10 3 Vehicle (Flyer, Hover, Transport)


Wargear:

  • Multi-laser
  • Two hellstrike missiles
  • Extra armour
  • Searchlight

Special Rules:

  • Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.

Transport:

  • Transport Capacity: (Valkyrie only) Twelve models.
  • Transport Capacity: (Vendetta only) Six models.
  • Fire Points: None.
  • Access Points: One access point on each side of the hull and one on the rear

Options:

  • May include up to two additional Valkyries - 100 pts/model
  • All Valkyries may be upgraded to Vendettas, replacing two hellstrike missiles and multi-laser with a twin-linked lascannon and two hellfury missiles - 50 pts/model
  • Any Valkyrie may replace multi-laser with a lascannon - 0 pts
  • Any Valkyrie may replace two hellstrike missiles with two multiple rocket pods - 10 pts
  • Any Valkyrie may take two heavy bolters - 25 pts
  • Any Vendetta may replace two hellfury missiles with two twin-linked lascannons - 20 pts
  • Any Vendetta may take two heavy bolters - 25 pts

Hellhound Squadron

90 pts

BS FA SA RA HP Unit Type
Hellhound 3 12 12 10 3 Vehicle (Fast, Tank)


Wargear

  • Heavy Bolter

Options

  • May Include up to two additional Hellhounds - 90 pts/model
  • Any model may take items from the Astra Militarum Vehicle Equipment list.
  • Any model may replace its heavy bolter with one of the following:
- Heavy Flamer - Free
- Multi-Melta - 10 pts
  • Every Hellhound in the squadron must take one of the following:
- Inferno Cannon - 0 pts
Range S AP Type
Template 6 4 Heavy 1, Torrent

- Melta Cannon - 5 pts
Range S AP Type
24" 8 1 Heavy 1, Blast, Melta

- Chem Cannon 15 pts
Range S AP Type
Template 1 3 Heavy 1, Poisoned

Rhino

BS FA SA RA HP Unit Type Composition
Rhino 35 4 11 11 10 3 Vehicle (Tank, Transport) 1 Rhino


Wargear:

  • Storm bolter
  • Searchlight
  • Smoke launchers

Special Rules:

  • Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Transport:

  • Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: Two models can fire from the Rhino´s top hatch.
  • Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.

Options:

  • May take items from the Space Marine Vehicle Equipment list.

Razorback

BS FA SA RA HP Unit Type Composition
Razorback 45 4 11 11 10 3 Vehicle (Tank, Transport) 1 Razorback


Wargear:

  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Transport:

  • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.

Options:

  • May take items from the Space Marine Vehicle Equipment list.
  • May replace twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer - 0 pts
- Twin-linked Assault cannon - 10 pts
- Lascannon and twin-linked plasma gun - 10 pts
- Multi-melta - 10 pts
- Twin-linked lascannon - 10 pts

Deathstorm Drop Pod

BS FA SA RA HP Unit Type Composition
Drop Pod 75 pts 2 12 12 12 3 Vehicle (Open-topped, Transport) 1 Deathstorm Drop Pod


Wargear:

  • Whirlwind multiple missile launcher
Range S AP Type
Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze

Special Rules:

  • Drop Pod: This units name is always "Drop Pod" in addition to its true name.
  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
  • Automated Weapons: In the first shooting phase after it lands each unit (enemy or friendly) within 12” and in line of sight comes under attack, the Deathstorm fires once at. Attacks against friendly units are resolved by your opponent.

Transport:

  • Transport Capacity: Ten models. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Options:

  • May take a locator beacon - 10 pts
  • May replace whirlwind multiple missile launcher with assault cannon - 0 pts

Drop Pod

BS FA SA RA HP Unit Type Composition
Drop Pod 35 pts 4 12 12 12 3 Vehicle (Open-topped, Transport) 1 Drop Pod


Wargear:

  • Storm bolter

Special Rules:

  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Transport:

  • Transport Capacity: Ten models or a single Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Options:

  • May replace storm bolter with deathwind launcher - 10 pts
  • May take a locator beacon - 10 pts

Dreadnought Drop Pod

BS FA SA RA HP Unit Type Composition
Dreadnought Drop Pod 50 pts 4 12 12 12 3 Vehicle (Open-topped, Transport) 1 Dreadnought Drop Pod


Wargear:

  • Storm bolter

Special Rules:

  • Drop Pod: This units name is always "Drop Pod" in addition to its true name.
  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Transport:

  • Transport Capacity: One Dreadnought or up to three Monstrous Creatures.

Options:

  • May take a locator beacon - 10 pts

Chimera

BS FA SA RA HP Unit Type Unit Composition
Chimera 65 pts 3 12 10 10 3 Vehicle (Tank, Transport) 1 Chimera


Wargear:

  • Multi-laser
  • Smoke launchers
  • Searchlight
  • Two lasgun arrays
Range S AP Type
24" 3 - Assault 6

Special Rules:

  • Amphibious: A model with this special rule treat all water features as open terrain for movement purposes.
  • Mobile Command Vehicle: Models embarked upon a vehicle with this special rule may still issue orders to squads. Measure range from any part of the Chimera´s hull.

Transport:

  • Transport Capacity: Twelve models.
  • Fire Points: Two models can fire from the top hatch. Note that Heavy Weapons Teams only count as a single model.
  • Access Points: A Chimera has one Access Point on the rear.

Options:

  • May take items from the Imperial Guard Vehicle Equipment list.
  • May replace heavy bolter with heavy flamer - 0 pts
  • May replace multi-laser with heavy flamer or heavy bolter - 0 pts

Taurox

BS FA SA RA HP Unit Type Unit Composition
Taurox 50 pts 3 11 10 10 3 Vehicle (Transport) 1 Taurox


Wargear:

  • Twin-linked autocannon

Special Rules:

  • All-terrain APC: This vehicle re-rolls all failed Dangerous Terrain tests.

Transport:

  • Transport Capacity: Ten models.
  • Fire Points: Two on each side of the hull.
  • Access Points: A Taurox has one Access point on each side of the hull and one on the rear.

Options:

  • May take items from the Imperial Guard Vehicle Equipment list.

Fire Raptor Gunship

BS FA SA RA HP Unit Type Composition
Fire Raptor 200 pts 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Fire Raptor


Wargear:

  • Ceramite plating
  • Extra armour
  • Four hellstrike missiles
  • Twin-linked autocannon turret
Range S AP Type
48" 7 4 Heavy 2, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
  • Twin-linked avenger bolt cannon
Range S AP Type
36" 6 3 Heavy 7

Special Rules:

  • Power of the Machine Spirit
  • Relic Pattern: You may not have more vehicles with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.
  • Stormraven Gunship: Models with this special rule always count their name as being "Stormraven Gunship" in addition to their true name.

Options:

  • May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets - 35 pts
Range S AP Type
36" 5 4 Heavy 6, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
  • May take a locator beacon - 10 pts

Caestus Assault Ram

BS FA SA RA HP Unit Type Composition
Caestus 300 pts 4 13 13 11 4 Vehicle (Tank, Flyer, Hover) 1 Caestus


Wargear:

  • Twin-linked magna-melta
Range S AP Type
18" 8 1 Heavy 1, Large Blast, Melta

  • Extra armour
  • Ceramite plating
  • Two havoc launchers
Range S AP Type
36 4 - Heavy 1, Twin-linked, Blast, Ignores Cover, Havoc

Havoc: A unit that assaults a unit which has been hit by a weapon with the Havoc rule previously this turn does not suffer penalties for charging through terrain, though it must still subtract 2" from its charge distance. A unit which has been hit by a weapon with the Havoc rule cannot perform Overwatch for the rest of the turn.

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Misericord: Models with the Bulky only take up a single transport capacity in a model with this special rule.
  • Field Generator: A model with this special rule has a 5+ invulnerable save against all hits inflicted in its front arc.
  • Assault Ram: The strength of a Caestus´ ram attack is increased by +2.

Transport:

  • Transport Capacity: 10 models.
  • Fire Points: None.
  • Access Points: A Caestus has two access points at the front of its hull.

Options:

  • May take any of the following:
- Frag assault launchers - 10 pts
- Auxiliary drive - 10 pts

A model armed with an auxiliary drive ignores Immobilized results on the vehicle damage table on a D6 roll of 4+ (bul still loses a Hull Point).

Stormtalon Gunship

BS FA SA RA HP Unit Type Composition
Stormtalon Gunship 110 pts 4 11 11 11 2 Vehicle (Flyer, Hover) 1 Stormtalon Gunship


Wargear:

  • Twin-linked assault cannon
  • Twin-linked heavy bolter

Special Rules:

  • Strafing Run
  • Vectored Afterburners: When Zooming, a Stormtalon Gunship can move an additional 6" if it moves Flat Out. When Hovering, a model with this special rule has the Skilled Rider special rule.

Options:

  • May replace its twin-linked heavy bolter with one of the following:
- Skyhammer missile launcher - 20 pts
Range S AP Type
60" 7 3 Heavy 3, Skyhammer

Skyhammer: A Flying Monstrous Creature suffers a negative penalty to its grounding test equal to the number of wounds suffered from weapons with this special rule this turn.
- Twin-linked lascannon - 15 pts
- Typhoon missile launcher - 35 pts

Heavy Support

Leman Russ Squadron

BS FA SA RA HP Unit Type Composition
Leman Russ Battle Tank 125 pts 3 14 13 10 3 Vehicle (Open-topped, Tank) 1 Leman Russ Battle Tank
Leman Russ Siege Tank 3 14 13 11 3 Vehicle (Open-topped, Tank)


Wargear:

  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
  • Must take a main weapon from the following list:
Range S AP Type
Eradicator nova cannon 0 pts/model 36 6 4 Heavy 1, Large Blast, Ignores Cover
Exterminator Autocannon 0 pts/model 48 7 4 Heavy 4, Twin-linked
Vanquisher cannon 10 pts/model 72 D 2 Heavy 1
Battle cannon 30 pts/model 72 8 3 Primary Weapon 1, Large Blast

Options:

  • Any Leman Russ Battle Tank may be upgraded to a Leman Russ Siege Tank in which case it must choose a weapon from the following list instead of the list above:
Range S AP Type
Punisher gatling cannon 15 pts/model 24 5 - Heavy 20
Demolisher cannon 35 pts/model 24 10 2 Primary Weapon 1, Large Blast
Executioner plasma cannon 50 pts/model 36 7 3 Heavy 3, Blast, Gets Hot, Fleshbane

Special Rules

  • Lumbering Behemoth: Models with this special rule may fire all weapons at full ballistic skill, regardless of any weapons which should usually have been fired as Snap Shots.

Options

  • May include up to two additional Ordnance Platforms - 125 pts/model
  • Any model may replace its Heavy Bolter with a Heavy Flamer - 0 pts/model
  • Any model may take a pair of sponsons armed with:
- Heavy flamers - 10 pts/model
- Heavy bolters - 20 pts/model 
- Multi-meltas - 20 pts/model 
- Plasma cannons - 30 pts/model
  • Any model may take items from the Astra Militarum Vehicle Equipment list.

Ordnance Battery

BS FA SA RA HP Unit Type Composition
Ordnance Platform 65 pts 3 12 10 10 3 Vehicle (Open-topped, Tank) 1 Ordnance Platform


Wargear:

  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
  • Must take one of the following:
Range S AP Type
Earthshaker Cannon 55 pts/model 36"-240" 9 3 Ordnance 1, Barrage, Large Blast
Medusae Siege Cannon 70 pts/model 36" 10 2 Ordnance 1, Large Blast
Medusae Bastion Breacher 75 pts/model 48" 10 1 Ordnance 1, Armourbane, Blast
Colossus Siege Mortar 65 pts/model 24"-240" 6 3 Ordnance 1, Barrage, Large Blast, Indirect Fire, Ignores Cover
Griffon Heavy Mortar 15 pts/model 12"-48" 6 4 Ordnance 1, Barrage, Large Blast, Twin-linked, Indirect Fire
Two twin-linked Hydra autocannons 0 pts/model 36" 7 4 Heavy 2, Skyfire
Two twin-linked stormshard mortars 10 pts/model 48" 4 6 Heavy 2, Barrage, Blast, Ignores Cover, Shred
Four storm eagle rockets 95 pts/model 24-120" 10 4 Ordnance D3, Barrage, Large Blast
Four lightning raptor rockets 95 pts/model 24-120" 9 2 Ordnance 1, Skyfire, One Use

Indirect Fire: When firing a weapon with this special rule, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6".

Options:

  • May include up to two additional Ordnance Platforms - 65 pts/model
  • Any model may replace its Heavy Bolter with a Heavy Flamer - 0 pts/model
  • Any model may take items from the Astra Militarum Vehicle Equipment list.

Deathstrike Missile Launcher

BS FA SA RA HP Unit Type Composition
Deathstrike Missile Launcher 130 pts 3 12 12 10 3 Vehicle (Open-topped, Tank) 1 Deathstrike


Wargear:

  • Deathstrike missile
Range S AP Type
24-unlimited D 1 Ordnance 1, Apocalyptic (10”) Blast, Barrage, Ignores Cover, One Use Only, No Ordinary Weapon, The Hour is Nigh

No Ordinary Weapon: A weapon with this special rule cannot be destroyed by a Weapon Destroyed result. A Crew Stunned or Crew Shaken result has no effect on the deathstrike missile.
The Hour is Nigh: This weapon may not be fired on the first game turn or in any turn in which the Deathstrike Missile Launcher has moved. To fire the deathstrike missile roll a D6 on a 4+ the missile is fired as normal, on a 3 or less the missile is not fired this turn. Add +1 to this roll for each full consecutive turn the Deathstrike Missile Launcher has remained stationary, not counting the current turn, and subtract -1 for each Weapon Destroyed result applied to this weapon.
  • Heavy bolter
  • Searchlight
  • Smoke launchers

Options:

  • May take items from the Astra Militarum Vehicle Equipment list.
  • May replace heavy bolter with heavy flamer - 0 pts

Land Raider Redeemer

BS FA SA RA HP Unit Type Composition
Land Raider 250 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider


Wargear:

  • Extra armour
  • Twin-linked assault cannon
  • Two flamestorm cannons
Range S AP Type
Template 5 4 Heavy 1, Torrent

  • Frag assault launchers

Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.

  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Sixteen models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a multi-melta - 5 pts

Land Raider Crusader

BS FA SA RA HP Unit Type Composition
Land Raider 250 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider


Wargear:

  • Extra armour
  • Twin-linked assault cannon
  • Two hurricane bolters
  • Frag assault launchers

Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.

  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Sixteen models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a multi-melta - 5 pts

Land Raider Prometheus

BS FA SA RA HP Unit Type Composition
Land Raider Prometheus 250 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider Prometheus


Wargear:

  • Extra armour
  • Two Promethus bolt cannons
Range S AP Type
- 5 4 Heavy 6, Shred

  • Searchlight
  • Smoke launchers
  • Battle auspex: All weapons carried by a model with this special rule have the Ignores Cover special rule.

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Night Vision
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Ten models.
  • Fire Points: None
  • Access Points: The Land Raider Prometheus has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a storm bolter - 5 pts

Land Raider Helios

BS FA SA RA HP Unit Type Composition
Land Raider Helios 260 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider Helios


Wargear:

  • Extra armour
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers
  • Whirlwind multiple missile launcher
Range S AP Type
Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Six models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a storm bolter - 3 pts

Land Raider Excelsior

BS FA SA RA HP Unit Type Composition
Land Raider Excelsior 320 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider Excelsior


Wargear:

  • Extra armour
  • Grav-cannon with grav-amp
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers
  • Aquila Aegis Field: A model armed with an Aquila Aegis Field has a 6+ invulnerable save and ignores the effects of the Crew Shaken and Crew Stunned results on the vehicle damage table (bul still loses a Hull Point).

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.
  • Command Orders
  • Captain: Models with this special rule always count their name as being "Captain" in addition to their true name.

Transport:

  • Transport Capacity: Ten models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a combi-plasma - 5 pts

Land Raider Terminus Ultra

BS FA SA RA HP Unit Type Composition
Land Raider Terminus Ultra 240 pts 4 14 14 14 4 Vehicle (Tank, Fast) 1 Land Raider Terminus Ultra


Wargear:

  • Extra armour
  • Three twin-linked lascannons
  • Two lascannons
  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Tank Hunters
  • Relic Pattern: You may not have more vehicles with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.
  • Systems Overload: All twin-linked lascannons and lascannons fired by a model with this special rule have the Gets Hot special rule.
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Options:

  • May take items from the Space Marines Vehicle Equipment list.

Land Raider

BS FA SA RA HP Unit Type Composition
Land Raider 250 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider


Wargear:

  • Extra armour
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Ten models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May take items from the Space Marines Vehicle Equipment list.
  • May take a multi-melta - 8 pts

Spartan Assault Tank

BS FA SA RA HP Unit Type Composition
Spartan 300 pts 4 14 14 14 5 Super-heavy Vehicle (Tank, Transport) 1 Spartan


Wargear:

  • Extra armour
  • Twin-linked heavy bolter
  • Two quad lascannons
Range S AP Type
36" 7 1 Heavy 1, Lance, Fleshbane, Piercing Power

Piercing Power: Any weapon with this special rule rolls 2D6 and chooses the highest result when rolling for armour penetration.
  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Land Raider: Models with this special rule always count their name as being "Land Raider" in addition to their true name.

Transport:

  • Transport Capacity: 25 models.
  • Fire Points: None
  • Access Points: The Spartan has one Access Point on each side of the hull and one at the front.

Options:

  • May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
  • May replace two quad lascannons with two laser destroyers - 0 pts
Range S AP Type
36" 9 1 Ordnance 1, Twin-linked

  • May take any of the following:
- Hunter-killer missile - 8 pts
- Ceramite plating - 20 pts
  • May take one of the following:
- Storm bolter - 5 pts
- Heavy flamer - 10 pts
- Heavy bolter - 10 pts
- Multi-melta - 15 pts

Stalker Squadron

BS FA SA RA HP Unit Type Composition
Stalker 75 pts 4 12 12 10 3 Vehicle (Tank) 1 Stalker


Wargear:

  • Icarus stormcannon array
Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire, Independent Targeting

Independent Targeting: When a unit that contains one or more models equipped with Icarus stormcannon arrays shoots, choose either one or two targets. If one target is chosen, each model can re-roll failed To Hit rolls when firing its Icarus stormcannon array at that target. If two targets are chosen, each model that is able to fire its Icarus stormcannon array fires it at each target, resolving all shots from the unit against the first target before moving on to the second.
  • Searchlight
  • Smoke launchers

Special Rules:

  • Skystorm: Whilst this unit includes three Stalkers, each model’s Icarus stormcannon array has the Ignores Cover special rule.

Options:

  • May include up to two additional Stalkers - 75 pts/model
  • Any Stalker may take items from the Space Marines Vehicle Equipment list.

Hunter Squadron

BS FA SA RA HP Unit Type Composition
Hunter 70 pts 4 12 12 10 3 Vehicle (Tank) 1 Hunter


Wargear:

  • Skyspear missile launcher
Range S AP Type
60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire

Savant Lock: If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the

profile above.

  • Searchlight
  • Smoke launchers

Special Rules:

  • Savant Systems Interlocked: Whilst this unit includes three Hunters, each model´s skyspear missile launcher can re-roll the dice when resolving its Savant Lock special rule.

Options:

  • May include up to two additional Hunters - 70 pts/model
  • Any Hunter may take items from the Space Marines Vehicle Equipment list.

Vindicator Squadron

BS FA SA RA HP Unit Type Composition
Vindicator 120 pts 4 13 11 10 3 Vehicle (Tank) 1 Vindicator


Wargear:

  • Demolisher cannon
Range S AP Type
- 10 2 Ordnance 1, Large blast

  • Searchlight
  • Smoke launchers

Special Rules:

  • Linebreaker Bombardment: If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule..

Options:

  • May include up to two additional Vindicators - 120 pts/model
  • Any Vindicator may take a siege shield - 20 pts/model

A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc.

  • Any Vindicator may take items from the Space Marines Vehicle Equipment list.

Whirlwind Hyperios Squadron

BS FA SA RA HP Unit Type Composition
Whirwind Hyperios 50 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind


Wargear:

  • Twin-linked missile launcher with flakk missiles
Range S AP Type
48" 8 2 Heavy 1, Skyfire

  • Searchlight
  • Smoke launchers

Special Rules:

  • Skies of Fury: Whilst this unit includes three Whirlwind Hyperioses, each model´s twin-linked missile launcher with flakk missiles become Heavy 2.

Options:

  • May include up to two additional Whirlwinds Hyperioses - 50 pts/model
  • Any Whirlwind Hyperios may take items from the Space Marines Vehicle Equipment list.

Whirlwind Squadron

BS FA SA RA HP Unit Type Composition
Whirwind 65 pts 4 11 11 10 3 Vehicle (Tank) 1 Whirwind


Wargear:

  • Whirlwind multiple missile launcher
Range S AP Type
Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze

  • Searchlight
  • Smoke launchers

Special Rules:

  • Suppressive Bombardment: Whilst this unit includes three Whirlwinds, each model´s Whirlwind multiple missile launcher in the unit has the Pinning and Shred special rules (regardless of which missile type it fires).

Options:

  • May include up to two additional Whirlwinds - 65 pts/model
  • Any Whirlwind may take items from the Space Marines Vehicle Equipment list.

Sicarian Battle Tank

BS FA SA RA HP Unit Type Composition
Sicarian 150 pts 4 13 12 12 3 Vehicle (Tank, Fast) 1 Sicarian


Wargear:

  • Searchlight
  • Smoke launchers
  • Heavy bolter
  • Extra armour
  • Twin-linked accelerator autocannon
Range S AP Type
48" 7 4 Heavy 6, Rending, Rapid Tracking

Rapid Tracking: Targets may not take Jink saves against damage from this weapon.

Special Rules:

  • Predator Squadron: Units with this special rule always count their name as being "Predator Squadron" in addition to their true name.
  • Relic Pattern: You may not have more vehicles with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.

Options:

  • May replace twin-linked accelerator autocannon with a neutron laser - 40 pts
Range S AP Type
48" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core

Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles.
Dangerous Reactor Core: When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3" to the explosion radius.
  • May take any of the following:
- Hunter-killer missile - 8 pts 
- Dozer blade - 5 pts
- Auxiliary drive - 10 pts 

A model armed with an auxiliary drive ignores Immobilized results on the vehicle damage table on a D6 roll of 4+ (bul still loses a Hull Point).

- Ceramite plating - 20 pts
  • May take two side sponsons which are both armed with one of the following:
- Heavy bolters - 20 pts/model
- Lascannons - 40 pts

Predator Squadron

BS FA SA RA HP Unit Type Composition
Predator 75 pts 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Autocannon
  • Searchlight
  • Smoke launchers

Special Rules:

  • Killshot: Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.

Options:

  • May include up to two additional Predators - 75 pts/model
  • Any Predator may replace its autocannon with a twin-linked lascannon - 25 pts/model
  • Any Predator may take two side sponsons which are both armed with one of the following:
- Heavy bolters - 20 pts/model
- Lascannons - 40 pts
  • Any Predator may take items from the Space Marines Vehicle Equipment list.

Fire Raptor Gunship

BS FA SA RA HP Unit Type Composition
Fire Raptor 200 pts 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Fire Raptor


Wargear:

  • Ceramite plating
  • Extra armour
  • Four hellstrike missiles
  • Twin-linked autocannon turret
Range S AP Type
48" 7 4 Heavy 2, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
  • Twin-linked avenger bolt cannon
Range S AP Type
36" 6 3 Heavy 7

Special Rules:

  • Power of the Machine Spirit
  • Relic Pattern: You may not have more vehicles with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.
  • Stormraven Gunship: Models with this special rule always count their name as being "Stormraven Gunship" in addition to their true name.

Options:

  • May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets - 35 pts
Range S AP Type
36" 5 4 Heavy 6, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
  • May take a locator beacon - 10 pts

Stormraven Gunship

BS FA SA RA HP Unit Type Composition
Stormraven Gunship 190 pts 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) 1 Stormraven Gunship


Wargear:

  • Twin-linked assault cannon
  • Twin-linked heavy bolter
  • Four stormstrike missiles
  • Ceramite plating

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Skies of Fury: If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

  • Transport Capacity: The Stormraven Gunship can carry two seperate units: 12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the embarked Dreadnought suffers a Strength 10 hit on its rear armour; if the Stormraven Gunship is Hovering, the hit is Strength 4 instead. The Stormraven Gunship can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear.

Options:

  • May replace twin-linked assault cannon with one of the following:
- Twin-linked plasma cannon - 0 pts
- Twin-linked lascannon - 0 pts
  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta - 20 pts
- Typhoon missile launcher - 35 pts
  • May replace its two side Access Points with side sponsons with hurricane bolters - 20 pts
  • May take any of the following:
- Searchlight - 1 pt
- Extra armour - 5 pts
- Locator beacon - 10 pts

Lords of War

Fellglaive Super-heavy Tank

BS FA SA RA HP Unit Type Composition
Fellglaive 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellglaive


Wargear:

  • Volkite Carronade
Range S AP Type
48" 8 2 Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze

Heavy Beam: To fire a weapon with this special rule pick a point within the weapon´s firing arc and within the weapon´s range. Next draw a 1 mm thick line bewteen the weapon and the chosen point, all units take a single hit for each model in their unit beneath the line. You cannot pick a point that would result in a friendly model being hit. Super-heavy vehicles, buildings and Gargantuan Creatures hit suffer a strength D AP 1 hit with the Soul Blaze special rule instead of the normal strength 8 AP 2 hit. This attack has no effect on zooming flyers and swooping flying monstrous creatures as well as swooping gargantuan flying monstrous creatures.
  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Options:

  • May replace four twin-linked lascannons with two laser destroyers - 0 pts
Range S AP Type
36" 9 1 Ordnance 1, Twin-linked

  • May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
  • May take any of the following:
- Ceramite plating - 25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts

Fellblade Super-heavy Tank

BS FA SA RA HP Unit Type Composition
Fellblade 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Fellblade


Wargear:

  • Twin-linked Fellblade accelerator cannon
Range S AP Type
100" 8 3 Primary Weapon 1, Massive Blast,
100" 9 2 Primary Weapon 1, Blast

  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Demolisher cannon
Range S AP Type
- 10 2 Ordnance 1, Large blast

  • Searchlight
  • Smoke launchers

Options:

  • May replace Four twin-linked lascannons with two laser destroyers - 0 pts
Range S AP Type
36" 9 1 Ordnance 1, Twin-linked

  • May replace twin-linked heavy bolter with twin-linked heavy flamer - 0 pts
  • May take any of the following:
- Ceramite plating - 25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts
  • May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts 
- Heavy bolter - 15 pts 
- Multi-melta - 25 pts

Falchion Super-heavy Tank

BS FA SA RA HP Unit Type Composition
Falchion 540 pts 4 14 13 12 12 Super-heavy Vehicle (Tank) 1 Falchion


Wargear:

  • Twin-linked volcano cannon
Range S AP Type
120" D 2 Heavy 1, Destroyer, Large Blast,

  • Four twin-linked lascannons
  • Searchlight
  • Smoke launchers

Options:

  • May take any of the following:
- Ceramite plating - 25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts
  • May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts 
- Heavy bolter - 15 pts 
- Multi-melta - 25 pts

Cerberus Heavy Tank Destroyer

BS FA SA RA HP Unit Type Composition
Cerberus 400 pts 4 14 14 13 8 Super-heavy Vehicle (Tank) 1 Cerberus


Wargear:

  • Twin-linked neutron laser battery
Range S AP Type
72" 10 1 Ordnance D3, Concussive, Feedback

Feedback: This weapon has the Gets Hot special rule when firing against a vehicle facing with an armour value of 13 or greater.
  • Flare shield

Any ranged attacks inflicted against a model armed with a flare shield´s front arc are resolved witha -1 strength modifier and a further -1 modifier if the it is a blast weapon. Attacks with strength D are unaffected by flare shields.

  • Searchlight
  • Smoke launchers

Special Rules:

  • Reactor Blast: When a Cerberus loses its last Hull Point, it always suffers a Titanic Explosion! – there is no need to roll on the Catastrophic Damage table.

Options:

  • May take one of the following:
- Two heavy bolters - 20 pts
- Two lascannons - 40 pts
  • May take any of the following:
- Ceramite plating - 25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts
  • May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts 
- Heavy bolter - 15 pts 
- Multi-melta - 25 pts

Typhon Heavy Siege Tank

BS FA SA RA HP Unit Type Composition
Cerberus 350 pts 4 14 14 14 8 Super-heavy Vehicle (Tank) 1 Cerberus


Wargear:

  • Dreadhammer siege cannon
Range S AP Type
24" 10 1 Primary Weapon 1, Massive Blast, No Cover Saves Allowed
48" 10 1 Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves Allowed

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.
  • Searchlight
  • Smoke launchers

Special Rules:

  • Move Through Cover

Options:

  • May take one of the following:
- Two heavy bolters - 20 pts
- Two lascannons - 40 pts
  • May take any of the following:
- Ceramite plating - 20 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile - 8 pts
  • May take one of the following:
- Storm bolter - 5 pts
- Combi-flamer - 5 pts
- Combi-melta or -plasma - 10 pts
- Heavy flamer - 15 pts 
- Heavy bolter - 15 pts 
- Multi-melta - 25 pts