ITS Forgeworld Compendium

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1 ITS Forgeworld Compendium Sommario Introduction... 9 Army list index... 9 Eldar Corsair... 9 Space Marine Siege Assault Vanguard... 9 Tyrant s Legion... 9 Ork Dread Mob... 9 Death Korps of Krieg Siege Regiment... 9 Death Korps ed Battle Group... 9 Death Korps of Krieg Siege Regiment... 9 ed Battle Group... 9 Elysian Drop Troops Renegades and Heretics: Servants of Slaughter Renegades and Heretics Renegades and Heretics: Servants of Decay Necron Dark Harvest F.A.Q Allies Matrix Psykers Veichles Lords of war... 10

2 Imperial II, 2 nd Edition Imperial I, 2 nd Edition Astra Militarum General Rules Desert raiders regiment Headquarters Colonel Snake Stranski, 225pts General Myndoras Odon, 115pts Troops Sabre weapon battery, 30pts per model Dedicated Transport Chimera Trojan, 35pts Aquila Lander, 110pts Elites Salamander command vehicle, 60pts per model Hades Breaching drill, 100pts Atlas recovery tank, 85pts Fast Attack Tallarn mukaali rough rider squad, 65pts Centaur Carrier Squadron, 40pts per model Salamander recon squadron, 55pts per model Scout sentinel squadron ed sentinel squadron Drop Sentinel squadron, 55pts per model Tauros squadron, 40pts per model Aquila Lander, 110pts Vulture Gunship, 105pts Arvus Lighter, 75pts Heavy Support Leman Russ Conqueror, 150pts Leman Russ Annihilator, 130pts Destroyer tank hunter squadron, 160pts per model Thunderer Siege Tank Squadron, 140pts per model Ordnance Battery Manticore Battery, 145pts per model... 25

3 Hydra platform battery, 50pts per model Manticore platform battery, 100pts per model Earthshaker platform battery, 75pts per model Heavy artillery carriage battery, 75pts per model Field Artillery battery, 50pts per model Sentry gun Battery, 15pts each Rapier laser destroyed, 40pts per model Cyclops Demolition squad, 30pts per Cyclops team Sentinel Powerlifter squadron, 30pts per model Thunderbolt Fighter, 180pts Lightning, 145pts Valkyrie Sky talon transport, 70pts Avenger Strike Fighter, 150pts Lord of War Crassus ed Assault Transport, 250pt Praetor armoured Assault Launcher, 300pt Minotaur artillery tank, 275pts Macharius Heavy Tank, 325pts Macharius Vanquisher, 375pts Macharius Omega, 335pts Malcador Heavy Tank, 235pts Malcador Defender, 285pts Malcador Annihilator, 275pts Malcador Infernus, 275pts Valdor Tank Hunter, 320pts Dominus ed Siege Bombard, 280pts Chaos Daemons Headquarter Mamon, Daemon prince of Nurgle, 220 pts Uraka The Warfiend, Daemon Prince of Khorne, 200 pts Elites Chaos Decimator Daemon engine, 205 pts Fast Attack Blight Drone of Nurgle, 150 pts each Heavy Support Blood Slaugherers of Khorne, 130 pts each... 42

4 Plague Hulk of Nurgle, 150 pts Spined Chaos Beast, 140 pts Chaos Space Marine Headquarters Zhufor the Impaler, Lord of the Skulltakers, 175pts Arkos The Faithless, Scion of Alpharius, 130pts Elites Chaos Contemptor Dreadnought, 195pts Chaos Decimator Daemon engine, 205pts Giant Chaos Spawn, 80pts Fast Attack Chaos Storm Eagle Assault Gunship, 205pts Blight Drone of Nurgle, 150 pts each Hell Blade, 115pts Dreadclaw, 85pts Hell Talon, 185pts Heavy Support Chaos Spartan Assault Tank, 285pts Chaos Relic Predator, 75pts Blood Slaughterers of Khorne, 130 pts each Plague Hulk of Nurgle, 150 pts Dark Eldar Fast Attack Raven Strike Fighter, 205 pts Heavy Support Tantalus, 215 pts Reaper, 135 pts Dedicated Transport Tantalus, 215 pts Eldar Headquarter Wraithseer, 185 pts Irillyth, the Shade of Twilight, 220 pts Farseer Bel-Annath, 175 pts Fast Attack Wasp Assault Walker squadron, 40pts per model... 55

5 Hornet Squadron, 70 pts each Nightwing Interceptor, 145 pts Shadow Spectres, 90 pts Heavy Support Warp Hunter, 145 pts Phoenix Bomber, 225 pts Fire Storm, 180 pts Grey Knights Headquarter Inquisitor Lord Hector Rex, 175 pts Order Xenos Inquisitor Solomon Lok, 80 pts Elites Grey Knights MK IV Doomglaive Pattern Dreadnought, 190 pts Fast Attack Inquisitorial Valkyrie Assault Carrier Squadron, 100pts Heavy support Grey Knights Vortimer Pattern Land Raider Redeemer, 285 pts Dedicated Transport Grey Knights Vortimer Pattern Razorback ed Transport, 85 pts Inquisitorial Land Raider Prometheus, 270 pts Inquisitorial Valkyrie Assault Carrier Squadron, 100 pts Aquila lander, 110 pts Necron Elites Canoptek Tomb Stalker, 205 pts Fast Attack Canoptek Acanthrites, 150 pts Canoptek Tomb Sentinel, 195 pts Heavy Support Tesseract Ark, 250 pts Sentry Pylon, 135 pts per model Night Shroud Bomber, 225 pts Fortification Necron Tomb Citadel, 300 pts Orks Headquarters... 66

6 Zhadsnark 'Da Rippa', 150 pts Mek Boss Buzzgob, 100 pts Mekboy Junka, 65pts Fast Attack Warkopta Skwadron, 65 pts Grot Tank Battle Mob, 90pts Grot Mega-Tank, 70 pts Fighta-Bommer, 170 pts Attak Fighta, 95 pts Heavy Support Big Trakk, 50pts Gun Wagon, 60pts Mega-Dread, 175 pts Kustom Meka-Dread, 180 pts Lifta wagon, 225 pts Big Squiggoth, 180 pts Gun Trukk, 45pts Flakk Trukk, 75 pts Flakk Trakk, 90 pts Lord of War 'Kustom' Battle Fortess, 355 pts Kill Krusha Tank, pts Kill Bursta, 350 pts Kill Blasta, 330 pts Space marine General Rules Chapter Tactics Headquarters Badab Wars Character Bran Redmaw, 210 pts Shadow Captain Korvydae, 155 pts Damocles command rhino, 75pts Dedicated Transport Lucius pattern dreadnought drop pod, 50pts Infernum pattern Razorback, 65pts Elites... 81

7 Hecaton Aiakos, 225 pts Land Raider Prometheus, 270pts Chaplain Dreadnought, 135pts Siege Dreadnought, 120pts Mark V mortis pattern Dreadnought, 115pts Contemptor pattern Dreadnought, 175pts Contemptor-mortis pattern Dreadnought, 175pts Blood Angels Contemptor pattern Dreadnought, 175pts Space Wolves Contemptor pattern Dreadnought, 185pts Fast Attack Caestus assault ram, 275pts Land Speeder Tempest squadron, 90pts each Javelin attack Speeder, 75pts Heavy Support Vigilator-Sergeant Hamath Kraatos, pts Land Raider Helios, 260pts Land Raider Proteus, 200pts Land Raider Achilles, 325pts Deimos Predator, 75pts Relic Sicarian Battle Tank, 135pts Whirlwind Hyperios air defence tank, 115pts Relic Whirlwind Scorpius, 125pts Spartan assault tank, 295pts Storm Eagle assault gunship, 225pts Storm Eagle assault gunship roc pattern, 295pts Fire Raptor Gunship, 225pts Deathstorm drop pod, 75pts Tarantula sentry gun battery, 15pts each Rapier laser destroyed, 40pts per model Lord of War Typhon Heavy Siege Tank, 350pts Cerberus Heavy Tank Destroyer, 355pts Tau Empire Additional Signature System HQ Commander Shas O R Myr, 145pts

8 Commander Shas O R alai, 190pts Troop Drone Sentry Turret Team, 30pts Fast Attack XV9 Hazard Close Support Team, 75pts Barracuda, Air Superiority Fighter, 130pts DX-6 Remora Drone Fighter Squadron, 90pts Piranha TX-42 Squadron, 70pts Tetra Scout Speeder Team, 35pts Goaded Great Knarloc, 75pts Mounted Great Knarloc Herd, 85pts Kroot Knarloc Rider Herd, 75pts Heavy Support XV107 R varna Battlesuit, 260pts Heavy Gun Drone Squadron, 50pts Hammerhead Gunship, 125pts Fortification Sensor Tower Grid, 30pts Lord of War Orca Dropship, 300pts Tyranids Elites Malanthrope Brood, 85 pts Fast Attack Dimachaeron, 200 pts Meiotic Spore Brood, 45 pts Adepta Sororitas Dedicated Transport Repressor, 75pts Fast Attack Aquila Lander, 110pts Arvus Lighter, 75pts Heavy Support Avenger Strike Fighter, 150pts Ringraziamenti

9 Introduction This is the official ITS Forgeworld Compendium. In an ITS tournament, all models and rules from Forgeworld are admitted, and due to the high amount of Rulebooks needed to be conscious about rules for all the models (14 plus some PDFs), could be quite hard arriving at the events knowing the enemy just as much as needed. This file will be an useful adding to the Codex of your army, and is not an alternative to buying Forgeworld books. You will find resumed rules and point cost for all the units allowed as codex addings in an ITS tournament (so Lords of War over 375 points are not in). Complete Army Lists are not in, but in the first section you will find an index with all the references to the original sources. This document will be constantly updated with any new Forgeworld rule. Note: equipment or rules that are already explained on the army books are not explained again in this supplement. If a rules still is not explained on the codex, try to find it out in the source Imperial book. Il still you cannot find it, probably it was obsolete. Simply ignore it. Imperial (so this supplement) rules and cost in point ever overwrite army book s ones. Latest Imperial books ever overwrite this supplement. Always remember to check the updates. Last Update: August Army list index Eldar Corsair Imperial XI Space Marine Siege Assault Vanguard Tyrant s Legion Ork Dread Mob Death Korps of Krieg Siege Regiment Death Korps ed Battle Group Imperial VII Death Korps of Krieg Siege Regiment Imperial XII ed Battle Group Imperial I, 2 nd edition

10 Elysian Drop Troops Imperial I, 3 rd edition Renegades and Heretics: Servants of Slaughter Imperial VI Renegades and Heretics Renegades and Heretics: Servants of Decay Imperial VII Necron Dark Harvest Imperial XII F.A.Q. Allies Matrix Psykers Veichles Lords of war Imperial II, 2 nd Edition Imperial I, 2 nd Edition

11 Astra Militarum General Rules Immobile: cannot be moved after its deployment and ignore effects which force it to move. This only affects the platform/vehicle, the crew, if any, are subject to the normal artillery unit type rules. If the crew Falls Back, remove the platforms and complete the Fall Back move. Artillery Tractor: If a Trojan/Centaur begins its Movement Phase in contact with a friendly Artillery type model that has not moved in this turn and does not have more crew than the current transport capacity of the Centaur/Trojan, it may attempt to tow the Artillery model. The Trojan/Centaur makes an immediate move of up to 12. Once it has finished moving, place the Artillery model anywhere in base contact with the transport and place the crew models as if they had Disembarked. The Artillery unit may neither move nor fire in this turn and the Trojan/Centaur cannot fire or move Flat Out. Heat Seeker: this weapon may re-roll failed To hit rolls against Flyers and Fast Skimmers. ed cockpit: ignore Crew Shaken and Crew Stunned on a roll of 4+. Chaff launcher: single use item. Declare to use it afterward an enemy unit has declared to shoot at your vehicle with one or more weapon with the rule Missile. On the player turn in which it is used, the vehicle has a 4+ Invulnerable Save against damage inflicted by Missile weapons. Infra-red Targeting: the vehicle has the Night Vision special rule. Illum Flares: the vehicle may drop a single Flare per turn. It is fired as Bombs, placing a marker where it lands after scattering. Leave the marker in place until the end of the turn. Any unit targeting an enemy unit with at least one model within 12 of the marker gains the Night Vision rule for that shooting phase. Distinctive paint scheme or markings: single use item, must be represented on the model. While the vehicle is on the board, one single friendly unit with the vehicle in line of sight may re-roll a single Morale test. Agile: Jink cover saves increased of 1. Engine Damage: when it suffers an Explodes! result, roll a D6. On a 4+ it is Immobilised as well as suffering any other damage. This ignores the normal immunity of Super-heavy vehicles to such damage. Unstable reactor: add +1 to all rolls on the Catastrophic Damage table. Tank raider: count Open-topped for only embarck-disembark purpose Engine Damage: when a Super-Heavy suffer an Explode! result, roll a D6. On 4+, in addition to any other effects, it is Immobilised, despite being a Super-Heavy Overdrive/Super-charged Engine: a super-heavy vehicle with this rule may move up to an additional 6 when it move Flat Out Crushing weight: add 1 to rolls on Thunderblitz table Desert raiders regiment (Imperial armour 3, 2 nd edition) Any of the following units may be upgraded to be Desert Raiders (20pts per unit): Company command squad, Platoon command squad, infantry squad, heavy weapon squad, special weapon squad, conscripts and veteran squad. A unit with this rule gains Move Trough Cover and may re-roll any To hit roll of 1 in the Shooting phase. None of these units may take Carapace if available. The upgrade must be visible on the models. Headquarters Colonel Snake Stranski, 225pts (Imperial armour 1, 2 nd edition)

12 Name WS BS S T W I A Ld Sv Col. Stranski Veteran Guardsman Unit composition: Snake Stranski, 4 veteran Guardsmen, Chimera Unit Type: Vehicle(Tank) (Chimera) Infantry (Unique) (Command squad) Special Rules: Amphibius, Mobile Command Vehicle (Chimera, see Codex: Astra Militarum) All Guns Blazing: he may fire both plasma pistols from the turret cupola, not occupying fire points. While using this rule, his weapons count as Twin-linked. (Stranski) Wargear: Chimera: heavy flamer, Hull-mounted heavy bolter, Extra armour, Searchlight, Smoke launchers. Command squad: - All models: flack armour, close combat weapon, frag and krak grenades - Stranski: two plasma pistols - One veteran has a medi-pack and a lasgun - One veteran has a vox-caster and a lasgun - Two veterans carry meltaguns General Myndoras Odon, 115pts (Imperial armour 12) Name WS BS S T W I A Ld Sv General Odon Veteran Guardsman Unit composition: General Odon (Unique) and 4 Veterans Unit Type: Infantry Special Rules (General Odon only): Voice of Command, Senior Officer Supreme Commander :Odon can issue up to three orders each turn and has a command radius of 24 Careful Planner: if General Odon is your general, the owning player may re-roll any attempt to Steal the Initiative. Wargear: Command squad: - All models: flack armour, close combat weapon, frag and krak grenades - Odon: Refractor Field, Laspistol, Power Fist - One veteran has a vox-caster and a lasgun - One veteran has a regimental banner and a lusgun - One veteran carries a meltagun and another veteran has a lusgun Option:

13 The squad may include any of the Regimental Advisors The squad may take a Chimera or a Valkyrie as dedicated transport Troops Sabre weapon battery, 30pts per model (Imperial armour 1, 2 nd edition) You may include a sabre weapon battery instead of a Heavy Weapon Squad in a Platoon (note that you may not include it in a infantry/veteran/command squad instead of the single heavy weapon team) Name WS BS S T W I A Ld Sv Crew Platform Unit composition: 1-3 Sabre Gun Platform, each with a single crewman Unit Type: Artillery (Immobile) Special Rules: Scout, Skyfire, Interceptor Wargear: Twin-linked heavy bolter; Flack armour (crew), Close combat weapon(crew), Lasgun (crew) Any platform may replace the twin-linked heavy bolter with: - Two twin-linked heavy stubbers, +10pts each - Twin-linked autocannon, +10pts each - Twin-linked lascannon, +20pts each - Defence Searchlight, free (It uses all the rules of searchlight, but it may illuminate one enemy unit in line of sight per shooting phase, even if it does not have weapons to shoot at the chosen target ) Each platform may have an additional crewman for +2pts per platform Dedicated Transport Chimera (Imperial armour 1, 2 nd edition) As per Codex: Astra Militarum with the following addition: Replace multi-laser with: - Autocannon, +5pts - Twin-linked Heavy bolter, +10pts Trojan, 35pts (Imperial armour 1, 2 nd edition) Dedicated transport choice for a Tech-Priest Enginseer

14 Unit composition: 1 Trojan Unit Type: Vehicle (Tank, Trasport) Transport Capacity: 6 models Access Points: Top-hatch Wargear: Heavy bolter; Searchlight, Smoke Launcher Special Rules: Artillery Tractor, Amphibius (see Codex: Astra Militarum. If towing anything, it no longer count as having this rule); Support vehicle: while within 6 of a Trojan a single vehicle with the Tank type or a single Artillery model gains the Preferred Enemy (Everything!) special rule. May replace its heavy bolter with: - Heavy flamer, free May take any of the following: - Pintle-mounted storm bolter or heavy stubber, +5 pts - Hunter-killer missile, +10pts - Dozer blade, +5pts - Extra armour, +10pts - Camo-netting, +15pts Aquila Lander, 110pts (Imperial aeronautica) For both Command Squad, see Fast Attack section Elites Salamander command vehicle, 60pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1 Salamander Unit Type: Vehicle (Tank, Fast, Open-topped) Wargear: Heavy flamer, Heavy bolter, Searchlight, Smoke launchers, Auspex Surveyor (has the Night Vision special rule. In addition instead of firing or moving Flat Out, it may select an enemy unit within 18. A unit selected by one or more Salamander has its cover saves reduced by 1 until the end of the phase)

15 Special Rules: Scout, Amphibious (see Chimera in Codex: Astra Militarum) A Salamander Command Vehicle may replace its heavy flamer with: - Heavy bolter, free Any Salamander Scout may take any of the following: - Pintle-mounted heavy stubber or storm bolter, +5pts - Hunter-killer missile, +10pts - Dozer Blade, +5pts - Extra, +10pts - Camo-netting, +15pts Hades Breaching drill, 100pts (including the veterans) (Imperial armour 1, 2 nd edition) Name Hades Name WS BS S T W I A Ld Sv Unit type Veteran Infantry Veteran Sergeant Infantry (Char.) Unit composition: 1 Hades and one Imperial Guard Hades assault squad (9 Veterans and 1 sergeant). They operate independently as two completely separated units (although part of the same force selection choice). Unit Type: Hades Drill: Vehicle (Tank, Heavy) Assault squad: Infantry Wargear: None (Hades) Flack armour, Shotgun, Close combat weapon, Frag and Krak grenades (Assault squad) Special Rules: Hades: - Subterranean Assault (Hades Drill and the assault squad always Deep Strike, with the following modification. Rather than placing the Hades Drill while deep striking, place a blast (3 ) template. Roll to scatter as normal and determinate where the template is placed. If it is in clear ground, place the Hades Drill on the top of the template. If the template is in contact with an enemy unit, fortification or building, that unit suffer an immediate Tank Shock or Ram attack. If it is sufficient to displace or destroy the enemy unit so that the Drill can be place without enemy units within 1, the deep strike is successful and the Hades Drill is placed over the template (In these two cases leave the template on the table). If not, the Hades drill suffers a Deep Strike Mishap with a -2 modifier to the roll. If the template is

16 even partially over a friendly model or an impassable terrain, the Drill suffers a normal Deep Strike Mishap. If the Hades is destroyed by a Deep Strike Mishap, the assault squad is also destroyed. ) - Melta-cutter Drill (Hades drill Ram attacks are treated as S8 Ap1 and with Melta rule, regardless of other factors. In addiction the Hades has a 4+ Invulnerable save against any damage it may suffer while making a Ram attack. When conducting a Tank Shock attack, any affected units suffer D3 S8 Ap2 hits (from the closest model) in addition to the usual effects ) Assault Squad: - Follow-up attack (rather than roll normally for reserves, the assault squad arrives automatically the turn after the Hades and may be placed in relation to the template as if they had disembarked from a vehicle. If they cannot be placed, they count as suffering a Deep Strike Mishap and may only attempt to enter the table in the template area on future turns). The veteran Sergeant may exchange their shotgun and/or close combat weapon for: - Laspistol, free - Bolt pistol, +1pt - Power sword or axe, +10pts - Plasma pistol, +15pts - Power fist, +15pts One veteran may have a vox-caster, +5pts Up to two Veterans may replace their shotguns with a: - Flamer or grenade launcher, +5pts - Meltagun, +10pts - Plasma gun, +15pts The entire squad may take: - Carapace armour, +30pts - Melta boms, +20pts Atlas recovery tank, 85pts (Imperial armour 1, 2 nd edition) Unit composition: 1 Atlas Unit Type: Vehicle (Tank) Wargear: Heavy bolter, Searchlight, Smoke launchers Special Rules: Recovery vehicle: if it begins its Movement phase in contact with a friendly Immobilized or Immobile vehicle, it can attempt to tow that vehicle. Immediately move both D6+2 (D3+2 if Heavy or Super-heavy). They must finish the move in contact with each other and if either vehicle moves over a terrain, both must take appropriate test. Both can only fire Snap Shot in that turn. This rule can also be used on Immobile Artillery, the same effects apply except that any crew are considering be moving with the

17 Artillery and, once the move is completed, are placed within 1 of their weapon. The artillery may not fire in that turn. In addition, if the vehicle is within 6 of a Tech-priest Enginseer, The Tech-priest may re-roll all Repair tests and may make an additional Repair test (it may be used on the same vehicle or another in base contact with either the Tech-Priest or recovery vehicle). May take any of the following: - Pintle-mounted heavy stubber or storm bolter, +5pts - Hunter-killer missile, +10pts - Dozer Blade, +5pts - Extra, +10pts - Camo-netting, +15pts Fast Attack Tallarn mukaali rough rider squad, 65pts (Imperial armour 3, 2 nd edition) Name WS BS S T W I A Ld Sv Unit type Mukaali Rough Rider Cavalry Mukaali Rough Rider Sergeant Cavalry (Char.) Unit composition: 2 Mukaali Rough riders, 1 sergeant Special Rule: Mukaali Mounts (all Hammer of Wrath attacks of Mukaali Rough Riders (including sgt s ones) are resolved at S5, Ap-. In addition they roll only 2d6 for any Fall Back moves) Wargear: Flack armour, Hunting lance, Laspistol, Frag and Krak grenades The unit may include: - Up to seven additional Mukaali Rough Riders, +20pts each The Mukaali sergeant may exchange his laspistol for one of the following: - Power sword, +10pts - Plasma pistol, +10pts The Mukaali sergeant may take: - Melta bombs, +5pts Up to two Mukaali Rough Riders: - Flamer or Grenade launcher, +5pts each - Meltagun, +10pts each - Plasma gun, +15pts each Centaur Carrier Squadron, 40pts per model (Imperial armour 1, 2 nd edition)

18 Unit composition: 1-3 Centaut Carriers Unit Type: Vehicle (Transport, Fast, Open-topped) Transport Capacity: five models Wargear: Heavy stubber, Searchlight, Smoke launchers Special Rules: Artillery Tractor Any Centaur may take any of the following: - Hunter-killer missile, +10pts per model - Dozer Blade, +5pts per model - Extra, +10pts per model The entire squadron may take: - Camo-netting, +15pts per model Salamander recon squadron, 55pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Salamander Scout Vehicles Unit Type: Vehicle (Tank, Fast, Open-topped) Wargear: Autocannon, Heavy bolter, searchlight, Smoke launchers Special Rules: Scout, Amphibious (see Chimera in Codex: Astra Militarum) Any Salamander Scout may take any of the following: - Pintle-mounted heavy stubber or storm bolter, +5pts per model - Hunter-killer missile, +10pts per model - Dozer Blade, +5pts per model - Extra, +10pts per model The entire squadron may take: - Camo netting, +15pts per model

19 Scout sentinel squadron (Imperial armour 1, 2 nd edition) As per Codex: Astra Militarum with the following addition: Any Sentinel may replace its multi-laser with: - Multiple rocket pod, +10pts per model ed sentinel squadron (Imperial armour 1, 2 nd edition) As per Codex: Astra Militarum with the following addition: Any Sentinel may replace its multi-laser with: - Multiple rocket pod, +10pts per model Drop Sentinel squadron, 55pts per model (Imperial armour 1, 2 nd edition) WS BS S Front Side Rear I A HP Unit composition: 1-3 Drop Sentinels Unit Type: Vehicle (Walker, Open-topped) Wargear: Heavy bolter Special Rules: Move through cover, Deep Strike Dedicated Transport: A squadron of 1-2 Drop Sentinels may take a Sky Talon as Dedicated Transport Any Drop Sentinel may replace its heavy bolter with: - Heavy Flamer, free - Multi-melta, +15pts per model Any Drop Sentinel may take any of the following: - Searchlight, +1 pts per model - Hunter-killer missile, +10pts per model The entire squadron may take: - Smoke launchers, +5pts per model - Camo-netting, +15pts per model Tauros squadron, 40pts per model (Imperial armour 1, 2nd edition) name Tauros Tauros Venator

20 Unit composition: 1-3 Tauros Unit Type: Vehicle (Fast, Open-topped) Wargear: Heavy flamer (Tauros), Twin-linked multi-laser (Venator), Searchlight Special Rules: Scout, Galvanic Motor (when a Tauros suffers an Immobilised result, it may ignore it on a D6 roll of 4+), All-terrain Vehicle (it may re-roll Dangerous terrain test while travelling at Combat speed) Any Tauros may be upgraded to: - Tauros Venator, +20pts per model Any Tauros may replace its heavy flamer with: - Tauros grenade launcher, +5pts per model (Krak: 36 S6, Ap4, Heavy2; Frag: 36 S3 Ap6, Heavy 2, Blast) Any Tauros Venator may replace its twin-linked multi-laser with: - Twin-linked lascannon, +15pts per model Any Tauros may take any of the following: - Extra armour, +10pts per model - Hunter-killer missile, +10pts per model The entire squadron may take: - Smoke launchers, +5pts per model - Camo-netting, +15pts per model Aquila Lander, 110pts (Imperial armour aeronautica) Unit composition: 1 Aquila Lander Unit Type: Vehicle (Flyer, Hover, Transport) Access Points: one door at Rear Transport Capacity: 7 models Wargear: nose mounted heavy bolter Special Rules: Supersonic, Deep Strike May replace its heavy bolter with one of the following: - Multi-laser, +10pts - Autocannon, +15pts

21 May take any of the following additional equipment: - Chaff launcher, +10pts - ed cockpit, +15pts - Illum Flares, +5pts - Distinctive paint scheme or markings, +10pts Vulture Gunship, 105pts (Imperial armour aeronautica) Unit composition: 1 Vulture Gunship Unit Type: Vehicle (Flyer, Hover) Wargear: One nose-mounted heavy bolter, One twin-linked multilaser, Two Hellstrike missiles(see Codex: Astra Militarium, add Missile), Searchlight, Extra armour Special Rules: Strafing Run, Vector Dancer May replace its twin-linked multilaser with one of the following: - Twin-linked autocannon, free - Twin-linked missile launcher, +10pts - Twin-linked lascannon, +15pts - Two multiple rocket pod, +20pts May replace its two Hellstrike missiles with: - Two Hellfury missiles, +20pts (See Codex Astra Militarum, add Missile rule) - Two Multiple rocket pods, +30pts - Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) - Six hunter-killer missiles, +40pts (see Rulebook, add Missile) May replace both its multi-laser and Hellstrike missile with: - One twin-linked Punisher gatling cannon (24 S5 Ap-, Heavy 20) May take any of the following additional equipment: - Chaff launcher, +10pts - ed cockpit, +20pts - Illum Flares, +5pts - Infra-red targeting, +5pts - Distinctive paint scheme or markings, +10pts Arvus Lighter, 75pts (Imperial armour aeronautica)

22 Unit composition: 1-3 Arvus Lighters Unit Type: Vehicle (Flyer, Hover, Transport) Access Points: one Rear door Transport Capacity: 12 models Wargear: None Special Rules: Deep strike, Improvised weapons mounts (may only fire Snap Shot, regardless of the situation) May mount one of the following: - Twin-linked Multilaser, +20pts per model - Two Hellstrike missiles, +20pts per model - Twin-linked autocannon, +25pts per model - Two twin-linked heavy stubbers, +25pts per model May take any of the following additional equipment: - Chaff launcher, +10pts per model - ed cockpit, +15pts per model - Illum Flares, +5pts per model - Searchlight, +1pt per model Heavy Support Leman Russ Conqueror, 150pts (Imperial armour 1, 2 nd edition) May be taken as part of a Leman Russ squadron Unit composition: 1 Leman Russ Conqueror Unit Type: Vehicle (Tank) Wargear: Heavy bolter, searchlight, Smoke Launchers, Conqueror battle cannon (48 S8 Ap3, Heavy 1, Blast) with co-axial storm bolter. Special Rules: Co-axial weapon: must fire at the same target of the weapon it is attached to and any result that affects the main weapon affects it as well. The player must fire the co-axial weapon before the main weapon, if it scores at least one Hit the main weapon may re-roll To Hit rolls.

23 Note: does not have Lumbering Behemoth rule As for the others Leman Russ Tanks Leman Russ Annihilator, 130pts (Imperial armour 1, 2 nd edition) May be taken as part of a Leman Russ squadron Unit composition: 1 Leman Russ Annihilator Unit Type: Vehicle (Tank) Wargear: Turret-mounted twin-linked lascannon, Heavy Bolter, Searchlight, Smoke Launchers Special Rules: Lumbering Behemoth As for the others Leman Russ Tanks Destroyer tank hunter squadron, 160pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Destroyer Tank Hunters Unit Type: Vehicle (Tank) Wargear: Heavy laser destroyer array (36 S9 Ap2, Ordnance 1, Twin-linked), Smoke Launchers, Searchlight Any Destroyer may take any of the following: - Pintle-mounted heavy stubber or storm bolter, +5pts per model - Hunter-killer missile, +10pts per model - Dozer Blade, +5pts per model - Extra, +10pts per model The entire squadron may take: - Camo-netting, +15pts per model

24 Thunderer Siege Tank Squadron, 140pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Thunderers Unit Type: Vehicle (Tank) Wargear: Demolisher cannon, Searchlight, Smoke Launchers Any Thunderer may take any of the following: - Pintle-mounted heavy stubber or storm bolter, +5pts per model - Hunter-killer missile, +10pts per model - Dozer Blade, +5pts per model - Extra, +10pts per model The entire squadron may take: - Camo netting, +15pts per model Ordnance Battery (Imperial armour 1, 2 nd edition): Basilisk, 125pts per model Griffon Heavy Mortar, 75pts per model Medusa Siege Gun, 135pts per model Colossus Bombard, 140pts per model Unit composition: 1-3 ordnance tank (in any combination) Unit Type: Vehicle (Tank, Open-topped) Wargear: Heavy Bolter, Searchlight, Smoke launchers Griffon heavy mortar (Griffon only): S6 Ap4, Ordnance 1, Barrage, Large Blast Medusa siege cannon (Medusa only): 36 S10 Ap2, Ordnance 1, Large Blast Colossus siege mortar (Colossus only): S6 Ap3, Ordnance 1, Barrage, Large Blast, Ignore Cover, cannot fire directly but only with a minimum range of 24. Special Rules: Accurate Bombardment (Griffon only): when firing its heavy mortar, the controlling player can choose to re-roll the Scatter dice Any model may replace its heavy bolter with: - Heavy flamer, free

25 Any model may take any of the following: - Enclose crew compartment, +15pts - Pintle-mounted storm bolter or heavy stubber, +5 pts - Hunter-killer missile, +10pts - Dozer blade, +5pts - Extra armour, +10pts The entire squadron may take: - Camo-netting, +15pts per model Any Medusa may take: - Bastion-breacher shells, +5pts (48 S10 Ap1, Heavy 1, Blast, bane) Manticore Battery, 145pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Manticores Unit Type: Vehicle (Tank) Wargear: Heavy bolter, Searchlight, Smoke Launcher, Four Manticore missiles ( S9 Ap2, Ordnance 1, Massive Blast (7 )) Special Rules: Limited Ammunition ; Any Manticore may replace all its Manticore missiles with four: - Storm eagle rockets, +25pts per model - Sky eagle rockets, free (120 S9 Ap2, Ordnance 1, Skyfire, Missile, Heat Seeker) Any model may replace its heavy bolter with: - Heavy flamer, free Any model may take any of the following: - Pintle-mounted storm bolter or heavy stubber, +5 pts each - Hunter-killer missile, +10pts each - Dozer blade, +5pts each - Extra armour, +10pts each The entire squadron may take: - Camo netting, +15pts per model Hydra platform battery, 50pts per model (Imperial armour 1, 2 nd edition)

26 Unit composition: 1-3 Hydra Platforms Unit Type: Vehicle (Immobile) Wargear: Two turret-mounted twin-linked Hydra autocannon The entire squadron may take Camo-netting, +15pts per model Manticore platform battery, 100pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Manticore Platforms Unit Type: Vehicle (Immobile) Wargear: Four Manticore missiles (see Manticore Battery entry) Special rules: Limited Ammunition Any Manticore Platform may replace all of its Manticore rockets with: - Four sky eagle rockets, free (see Manticore Battery entry) The entire squadron may take Camo-netting, +15pts per model Earthshaker platform battery, 75pts per model (Imperial armour 1, 2 nd edition) Unit composition: 1-3 Earthshaker Platforms Unit Type: Vehicle (Immobile) Wargear: Earthshaker cannon The entire squadron may take Camo-netting, +15pts per model

27 Heavy artillery carriage battery, 75pts per model (Imperial armour 1, 2 nd edition) Name WS BS S T W I A Ld Sv Imperial Guard Crew Artillery Carriage Unit composition: 1-3 Heavy carriage, each with four Imperial Guard Crewmen Unit Type: Artillery (Immobile) Wargear: Earthshaker cannon ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag granades (crew) All Artillery pieces may upgrade their Earthshaker cannon to a: - Medusa Siege gun (see Ordance Battery entry), +25pts each A battery of heavy Artillery composed of Medusa siege Guns may be upgraded to use: - Bastion Breacher shells (see Ordance Battery entry), +5pts each The entire battery may take: - Camo-netting, +15pts per model A heavy artillery pieve may include up to three: - Trojan Support Vehicles, +35pts each (if chosen, the battery must include a number of Trojans equal to the number of Heavy Artillery pieces. The unit will contain both the artillery and the vehicles. When firing at this unit, the targeting player must choose to resolve any hit against either the Heavy Artillery pieces or Trojan before rolling To hit. Resolve hits as they formed two separated unit, an Artillery one and a vehicle squadron. The coherency was of 2 for the Artillery, 4 for the Vehicles.) Any Heavy Artillery piece may have up to four additional crewman for +6pts each Field Artillery battery, 50pts per model (Imperial armour 1, 2 nd edition) Name WS BS S T W I A Ld Sv Crew Heavy Quad Launcher/ Heavy Mortar Unit composition: 1-3 Heavy Quad Launcher, each with three Imperial Guard Crewmen Unit Type: Artillery (Immobile) Wargear: Heavy Quad Launcher (12-60 S5 Ap5, Heavy 4, Barrage, Blast, Shell Shock (-1 to the target s leadership value when taking Pinning test against this attack)) ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag granades (crew) Any Artillery piece may have up to two additional crewman for +6pts each

28 Any Quad Cannon Launcher may be exchange for: - Heavy Mortar (12-48 S6 Ap4, Ordnance 1, barrage, Large blast), free The entire battery may take: - Camo-netting, +15pts per model A Heavy Artillery piece may include up to three: - Trojan Support Vehicles, +35pts each - Centaur artillery tractors, +45pts each If chosen, the battery must include a number of Trojans/Centaurs equal to the number of Heavy Artillery pieces. They form a separate unit. Sentry gun Battery, 15pts each (Imperial armour 1, 2 nd edition) WS BS S T W I A Ld Sv Unit type Artillery Unit composition: 1-3 Sentry Guns Wargear: Twin-linked heavy bolters Special Rules: Automated Artillery: It doesn t require crew to function and it is not removed for lack of crew, each gun must be destroyed normally before it is removed. It cannot move, charge, pile in or be locked in combat. If it loses an assault there are no sweeping advances, pile-in or consolidation. It remains in place and can fire normally in the following turn. If it wins, the enemy must take a Morale test as normal, but the artillery piece cannot consolidate or make a Sweeping Advance. Independent character may not join it. Firing Modes: before the start of the game the owning player must decide which fire-mode use. The artillery remains in that mode for the rest of the game: - Point defence mode: It may shoot at targets up to 36 away which are in a fixed 90 Front arc - Sentry mode: it may shoot at targets within 18. It can fire all around A heavy bolter-equipped Sentry Gun will fire at the nearest enemy non-vehicle unit according to its firing mode. A lascannon-equipped one will fire at the nearest enemy vehicle or Monstrous Creature according to its firing mode. I there isn t preferred targets in line of sight, it will simply attack the nearest enemy target in range. Any Sentry Gun may exchange its twin-linked heavy bolter for: - Twin-linked lascannon, +10pts per model The entire squadron may take: - Camo-netting, +10pts per model Rapier laser destroyed, 40pts per model (Imperial armour 1, 2 nd edition)

29 Name WS BS S T W I A Ld Sv Imperial Guard Crew Rapier Unit composition: 1-3 Rapiers, each with a single Crewman Unit Type: Artillery Special Rule: Extremely Bulky (Rapier and Crew combined) Explosive Demise: when the Rapier loses its last wound roll a D6. If the result is 2-6, remove the Rapier as a casualty as normal. If the result is 1, centre a Large Blast on the Rapier. All model, friendly and enemy, under the template take a single S3 Ap- hit. Once the hits are resolved, remove the Rapier as casualty. Wargear: Laser destroyer array (36 S9 Ap2, Ordnance 1, Twin-linked) ; Flack armour (crew), Close combat weapon(crew), Lasgun (crew), Frag grenades (crew) Any Rapier may have one additional crewman for +6pts per Rapier Cyclops Demolition squad, 30pts per Cyclops team (Imperial armour 1, 2 nd edition) Name WS BS S T W I A Ld Sv Imperial Guard Crew Cyclops Unit composition: 1-3 Cyclops teams, each comprised of 1 Cyclops and 1 guardsman operator Unit Type: Infantry (Crew) Infantry special *(Cyclops) *Remote control: Cyclops units are deployed together but as soon the game begins the different Cyclops Vehicles may be detached from the unit and act separately. If the distance between the Cyclops and its operator become greater than 48 the Cyclops can do nothing until the operator is back in range. If the operator is removed, the Cyclops can do nothing but is left in play. If all operators are killed, the unit counts as being destroyed at the end of the game. The Cyclops carry no ranged weapons and cannot fight in assault, can be targeted and be hit in assault normally. However, they may charge. Units containing Cyclops can never make sweeping advances. Special Rule: Extremely bulky (Cyclops), Fearless (Cyclops)

30 Accidental Detonation: if a Cyclops is destroyed roll a D6. On a result of 6 it detonates with the Cyclops demolition charge profile. Wargear: Cyclops Demolition Charge (the Cyclops can detonate in any of the owning player s Assault phases (regardless being or not in combat ) or any of their opponent s assault phases in which the Cyclops is in combat. The detonation occurs on Initiative step 10 of the fight sub-phase. When it detonates, centre the large blast template on its model and resolve the attack. Then remove the Cyclops. S9 Ap3, ordnance 1, Large blast ). Flack armour, Lasgun, Close combat weapon (Guardmen). Sentinel Powerlifter squadron, 30pts per model (Imperial armour 1, 2 nd edition) WS BS S Front Side Rear I A HP 3 3 5(7) Unit composition: 1-3 Sentinels Powerlifters Unit Type: Vehicle (Walker, Open-topped) Special Rules: Powerlifter: the Sentinel can use its lifting claws in combat using the following profile: melee, S +2, Ap4. Any Drop Sentinel may take any of the following: - Searchlight, +1 pts per model The entire squadron may take: - Smoke launchers, +5pts per model - Camo-netting, +15pts per model Thunderbolt Fighter, 180pts (Imperial armour aeronautica) Unit composition: 1 Thunderbolt Fighter Unit Type: Vehicle (Flyer) Wargear: Two twin-linked autocannon, two twin-linked lascannon, ed cockpit Special Rules: Supersonic, Deep Strike The Thunderer may carry one of the following:

31 - Four Hellstrike missiles, +40pts (see Codex: Astra Militarium, add Missile rule) - Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) - Four Skystrike missiles, +50pts (60 S7 Ap3, Heavy 1, Missile, Air to Air, Heathseeker, One use only) May take any of the following additional equipment: - Chaff launcher, +10pts - Infra-red Targetting, +5pts - Illum Flares, +5pts - Distinctive paint scheme or markings, +10pts Lightning, 145pts (Imperial armour aeronautica) Unit composition: 1 Lightning Unit Type: Vehicle (Flyer) Wargear: one long-barrelled autocannon (72 S7 Ap4, Heavy 2), one twin-linked lascannon, ed cockpit. Special Rules: Agile, Supersonic, Deep Strike The Lightning may replace its long barreled autocannon with one of the following: - Two Hellstrike missiles, free (see Codex: Astra Militarium, add Missile rule) - Two Tactical Bombs and Strafing Run special rule, free ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) The Lightning may also be armed with one of the following: - Four Hellstrike missiles, +40pts (see Codex: Astra Militarium, add Missile rule) - Six Tactical Bombs, +40pts (see above) - Four Hellfury missiles, +40pts (See Codex Astra Militarum, add Missile rule) - Four Skystrike missiles, +50pts (60 S7 Ap3, Heavy 1, Missile, Air to Air, Heathseeker, One use only) May take any of the following additional equipment: - Chaff launcher, +10pts - Infra-red Targetting, +5pts - Illum Flares, +5pts - Distinctive paint scheme or markings, +10pts Valkyrie Sky talon transport, 70pts (Imperial armour aeronautica)

32 Does not occupy force organization slot Unit composition: 1 Valkyrie Sky Talon Unit Type: Vehicle (Flyer, Hover) Wargear: Nose-mounted heavy bolter, Two Hellstrike missiles (see Codex: Astra Militarium, add Missile rule), Searchlight, Extra armour Special Rules: Deep Strike, Vector Dancer Sky Lift: may carry one Tauros or Tauros Venator, or two Drop Sentinels. If you have sufficient Sky Talons, they may carry a squadron too, but they must remain in coherency whilst transporting it. May replace its two Hellstrike missiles with: - Two multiple rocket pods, +30pts Avenger Strike Fighter, 150pts (Imperial armour aeronautica) Unit composition: 1 Avenger Strike Fighter Unit Type: Vehicle (Flyer) Wargear: One hull-mounted Avenger bolt cannon (36 S6 Ap3, Heavy 7), two wing-mounted lascannon, ed cockpit, Defensive heavy stubber (may fire at a different target) Special Rules: Supersonic, Deep Strike, Strafing Run May be fitted with two extra wing-mounted hardpoints that can carry one of the following option: - Two Hellfury missiles, +20pts (See Codex Astra Militarum, add Missile rule) - Two Hellstrike missiles, +20pts (see Codex: Astra Militarium, add Missile rule) - Two autocannon, +30pts - Two multi-laser, +30pts - Six Tactical Bombs, +40pts ( S6, Ap4, Bomb1, Barrage, Blast, One Use Only) - Two missile launchers, +40pts May take any of the following additional equipment: - Chaff launcher, +10pts - Infra-red Targetting, +5pts - Illum Flares, +5pts - Distinctive paint scheme or markings, +10pts

33 Lord of War Crassus ed Assault Transport, 250pt (Imperial armour apocalypse) Unit composition: 1 Crassus Unit Type: Super-heavy vehicle Transport Capacity: 35 models Access Points: One Rear hatch. Up to two units may embark or disembark per turn. Wargear: Two Front sponsons with heavy bolters; Two Side sponsons with heavy bolters; Searchlight; Smoke launchers Special Rules: Overdrive May replace any or all of its heavy bolters with: - Heavy flamer, free - Autocannon, +5pts per weapon - Lascannon, +10pts per weapon May replace its Side sponsons with: - Extra, increasing its Side armour to 14, free May have one of the following upgrades from Codex: Astra Militarum: - Hunter-killer missile, +10pts - Pintle-mounted storm bolter or heavy stubber, +5pts Praetor armoured Assault Launcher, 300pt (Imperial armour apocalypse) Unit composition: 1 Preator Unit Type: Super-Heavy Vehicle

34 Wargear: Two Front sponsons with heavy bolters; One Preator Launcher (before the game begins, the controlling player must select one of these three munitions types. It may only use the chosen type during the game: -Foehammer S8 Ap3, Ordnance 2, Barrage, Large Blast, Twin-linked -Firestorm S6 Ap4, Ordnance 2, Barrage, Massive Blast (7 ), Twin-linked, Ignores Cover -Pilum 72 S9 Ap3, Heavy2, Twin-linked, Skyfire, Interceptor) May replace one or both its heavy bolters with: - Heavy flamer, free - Autocannon, +5pts per weapon - Lascannon, +10pts per weapon May have one of the following upgrades from the Codex: Astra Militarum - Hunter-killer missile, +10pts - Pintle-mounted heavy stubber or storm bolter, +5pts Minotaur artillery tank, 275pts (Imperial armour apocalypse) Unit composition: 1 Minotaur Unit Type: Super-heavy vehicle (Open-Topped) Wargear: Two Side sponsons with heavy bolters, Searchlight, Smoke launchers, Double Earthshaker cannon ( S9 Ap3, Primary Weapon 1, Massive Blast (7 ), Twin-linked) Special Rules: -Indirect fire (the cannon may only engage targets using the Barrage universal rule with a minimum range of 24 ). - Engine Damage - Thunderblitzing and assaulting: models in close combat strike the Minotaur weakest value (Side value of 12). All Death or Glory, Ram impacts or Thunderblitzs that target the Minotaur are resolved on its Rear value. May have the following upgrades from Codex: Astra Militarum: - Hunter-killer missile, +10 pts - Enclosed crew compartment, +15pts - Pintle-mounted storm bolter or heavy stubber, +5pts Macharius Heavy Tank, 325pts (Imperial armour apocalypse)

35 Unit composition: 1 Macharius Unit Type: Super-heavy vehicle Wargear: One hull-mounted twin-linked heavy stubber, two sponsos with a heavy stubber each; Turretmounted macharius battle cannon (72 S8 Ap3, Ordnance1, Massive blast (7 )) May take a: - Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: - Pintle-mounted storm bolter, +5pts - Pintle-mounted heavy stubber, +5pts May exchange its sponsons weapons for: - Heavy bolters, +10pts - Heavy flamers, +10pts Macharius Vanquisher, 375pts (Imperial armour apocalypse) Unit composition: 1 Macharius Vanquisher Unit Type: Super-heavy vehicle Wargear: One hull-mounted twin-linked heavy stubber, two sponsos with a heavy stubber each; Turretmounted twin-linked Macharius Vanquisher battle cannon (You must declare which ammunition you are using before firing. All shots (also due to abilities allowing to fire multiple shots) will use the same shell type. Blast shells 72 S8 Ap3, Ordnance1, Massive Blast (7 ) Ap shells 72 S8 Ap2, Heavy1, Twin-linked, bane) May take a: - Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: - Pintle-mounted storm bolter, +5pts - Pintle-mounted heavy stubber, +5pts May exchange its sponsons weapons for: - Heavy bolters, +10pts - Heavy flamers, +10pts

36 Macharius Omega, 335pts (Imperial armour apocalypse) Unit composition: 1 Macharius Omega Unit Type: Super-heavy vehicle (Open-topped) Wargear: Omega pattern plasma blastgun -Pulse bolts 60 S7 Ap2, Primary Weapon 3, Large Blast (5 ) -Maximal 72 S9 Ap2, Primary Weapon 1, Massive Blast (7 ), Meltdown* * Meltdown: As Gets Hot, but with d3 glacing hits instead of one May take a: - Hunter-killer missile, +10pts May be given one of the following vehicle upgrades: - Pintle-mounted storm bolter, +5pts - Pintle-mounted heavy stubber, +5pts May take Side sponsons with either: - Heavy bolters or Heavy flamers, +10pts - Autocannon, +20pts Malcador Heavy Tank, 235pts (Imperial armour apocalypse) Unit composition: 1 Malcador Unit Type: Super-Heavy vehicle Wargear: Turret-mounted battle cannon (see Codex. Astra Militarum); Hull-mounted heavy bolter, Two sponsons each with one heavy stubber; Searchlight Special Rules: Engine Damage May take the following vehicle update: - Hunter-killer missile, +10pts - Pintle-mounted storm bolter or heavy stubber, +5pts May exchange its hull-mounted heavy bolter for one of the following: - Autocannon, +5pts - Lascannon, +15pts May exchange its sponsons weapons for:

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