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ARMAGEDDON STOMPA HUNTERS POINTS: 100 + MODELS

Traditionally, a Sentinel is considered ill suited to duelling reap a respectable tally of confirmed Titan-class kills. Having
with super-heavy, Titan-class war engines, being outgunned tracked their quarry, the Stompa Hunters close to within
and out-classed in almost every regard. However, when optimal firing range and pounce upon an unprotected
organised into dedicated search-and-destroy teams, flank. Then, in a desperate attempt to halt the beast before
Armoured Sentinels hunt their quarry in large packs. it has the time to alter course and flatten them to scrap, all
Together, they are capable of unleashing a torrent of power is diverted to the primary weapons systems. Such
firepower that can topple giants. drastic measures quickly overload the Sentinels machine
spirits, forcing the walkers to enter a state of temporary
Amongst the most illustrious of Armoured Sentinel shut-down whilst energy reservoirs replenish and machine
formations are those that patrol the ash wastes of spirits reawaken. During this time, the Stompa Hunters are
Armageddon. On this beleaguered world, Stompa Mobs extremely vulnerable and, without support from nearby
rampage through the toxic landscape and the Imperiums troops, they are easy prey. The Sentinel pilots seldom have
Titan Legions are stretched too thinly to engage the enemy the time to contemplate the consequences of their actions
on all fronts. As such, the Armoured Sentinel patrols, the for they knew too well that if their attack fails then no
so-called Armageddon Stompa Hunters, were forced to amount of support will help avert the terrifying fury of an
step up to the challenge. Despite heavy losses during initial enraged Stompa.
hunts, the Armageddon Stompa Hunters soon began to

ARMOURED COMMAND SQUADRON


ARMOURED COMMAND SENTINEL
ARMOURED COMMAND SQUADRON

ARMOURED COMMAND SQUADRON

FORMATION:
Three 3-strong Armoured Sentinel Squadrons 1 Armoured Sentinel designated as the Command Sentinel.

SPECIAL RULES:
Strike Force: All vehicles in an Armageddon Stompa Hunters Divert Power to Weapons: Instead of firing normally, the
formation must be deployed within 12" of the Command formation can elect to Divert Power to Weapons. If the player
Sentinel, or, if coming on from reserve, the formation must elects to do this, select a single super-heavy vehicle or
enter the table within 12" of the point entered by the gargantuan creature within line of sight of the Command
Command Sentinel. Sentinel as the target of the attack. All units in the formation
must immediately fire twice at the target. An Armageddon
Super-heavy Hunters: All Armoured Sentinels within 12" of the Stompa Hunter formation that Diverts Power to Weapons
Command Sentinel add +1 to their armour penetration rolls cannot move or fire in their next turn.
whenever they hit a vehicle with a shooting attack.
BANEHAMMER SUPER-HEAVY TANK POINTS: 450

APOCALYPSE
Imperial Guard formations are not known for their mobility distance into the ground. The resulting shockwave is
and rely on overwhelming firepower to achieve their invariably as lethal to troops on the surface as conventional
battlefield objectives. As a result, many Imperial ordnance, but can also disrupt the enemy advance for a
commanders nurse a deep-set loathing, that borders on considerable distance. Banehammers have proven
hatred, for any foe that is able to advance swiftly enough particularly effective in the ongoing battle against Hive Fleet
as to reach the Imperial lines before the massive Leviathan. The larger Tyranid bio-monstrosities have proven
bombardments have taken a sufficient toll. From such notoriously resilient to even the heaviest weaponry, but a
obsessions did the Banehammer super-heavy tank evolve. well-placed tremor cannon shell can slow them long
The Banehammers tremor cannon fires massive shells enough for massed fire to bring them down.
that are fused to explode only after they have buried some

Troop bay with crew-


served heavy stubbers Tremor Cannon
Sponson-mounted
lascannon

Twin-linked High density


Size Comparison. heavy bolters armour plating

UNIT: 1 Banehammer ARMOUR WEAPON RANGE STR AP SPECIAL


Tremor cannon 60" 8 3 Ordnance 1,
TYPE: Super-heavy tank BS Front Side Rear
7" Blast,
3 14 13 12
STRUCTURE POINTS: 3 Earthshock*,
Primary weapon
TRANSPORT: The Banehammer has a transport capacity of 25.
FIRE POINTS: Up to 10 models may fire from the Stormlords Lascannon 48" 9 2 Heavy 1
fighting platform.
Heavy bolter 36" 5 4 Heavy 3
ACCESS POINTS: The Banehammer is treated as open-topped
for the purposes of passengers embarking and disembarking.
Heavy flamer Template 5 4 Assault 1
WEAPONS AND EQUIPTMENT:
*Earthshock: When the final position of the tremor cannon blast is
- Hull-mounted tremor cannon determined, place a suitable marker under the hole and roll 4D6. This is
the size of the shockwave zone generated by the shot. The shockwave
- Hull-mounted twin-linked heavy bolter lasts until the start of the Banehammers next turn. Any units moving
through the shockwave zone will do so as if they were moving through
- Two sponsons, each with one lascannon and either a difficult terrain. Any units moving through difficult terrain in the
shockwave zone will roll 1D6 less than normal to determine their
twin-linked heavy flamer or a twin-linked heavy bolter maximum movement. Vehicles treat the shockwave zone as dangerous
terrain including skimmers (their motive systems are particularly
- Searchlight and smoke launchers vulnerable to boulders and rock shards being hurled into the sky).

OPTIONS: A Banehammer may be given the following It may instead add two extra sponsons, each with one
upgrades from Codex: Imperial Guard: hunter-killer missile, lascannon and one twin-linked heavy flamer or heavy bolter for
pintle-mounted heavy stubber, pintle-mounted storm bolter. +100 points.

A Banehammer may replace its two side sponsons with armour


plates, increasing its side armour to 14 at no extra cost.
BANESWORD SUPER-HEAVY TANK POINTS: 450
The Banesword is an adaptation of the venerated It is traditional for a Banesword to be named only after it
Shadowsword design, exchanging the Titan-killing volcano has proved itself in battle. As a result, a freshly
cannon for the fortress-pounding fury of the quake commissioned Banesword will ordinarily be referred to by
cannon. The resulting combination of devastating siege gun an abbreviation of its lengthy production number or its
and nigh-impenetrable armour is considered by many to be forge world of origin. A Baneswords final designation will
the last word in Imperial siegecraft. Indeed, Imperial only be determined by its deeds on the battlefield, often
combat doctrine holds an honoured place for the incorporating the name or title of one of its victims. Of
Banesword, and any commander worthy of his rank would course, a blast from a quake cannon rarely leaves enough
gladly exchange a single Banesword for any two regiments of the target for positive identification, so a certain amount
in his army. of artistic licence is doubtless applied in most cases.

Commanders cupola

Armoured
Sponson-mounted lascannon engine casing
and twin-linked heavy bolters

Banesword
Quake cannon

Twin-linked
heavy bolters

N o t e d B a n e s w o rd s :
Warmasters Ruin Tallarn 44th
Tyrons Doom Cadian 23rd
Sponson-mounted lascannon Executioner of Cadanth Vostroyan 2nd
Size Comparison. Aquila-pattern tracks and twin-linked heavy bolters

UNIT: 1 Banesword ARMOUR WEAPON RANGE STR AP SPECIAL


Banesword 24-180" 9 3 Ordnance 1
TYPE: Super-heavy tank BS Front Side Rear
Quake cannon Barrage, 10"
STRUCTURE POINTS: 3 3 14 13 12 Blast, Primary
weapon
WEAPONS AND EQUIPMENT:
- Hull-mounted Banesword quake cannon. Lascannon 48" 9 2 Heavy 1
- Hull-mounted twin-linked heavy bolter
Heavy bolter 36" 5 4 Heavy 3
- Two sponsons, each with one lascannon and either a twin-
linked heavy flamer or a twin-linked heavy bolter Heavy flamer Template 5 4 Assault 1
- Searchlight and smoke launchers

Options: A Banesword may be given the following upgrades A Banesword may have the following upgrade at +25 points:
from Codex: Imperial Guard: hunter-killer missile, pintle-
Command Tank. A high ranking officer is using the Banesword
mounted heavy stubber, pintle-mounted storm bolter.
as a mobile HQ. All Imperial Guard units within 24 of a
A Banesword may replace its two side sponsons with armour Banesword Command Tank may re-roll failed Morale checks.
plates, increasing its side armour to 14 at no extra cost. It may
instead add two extra sponsons, each with one lascannon and
one twin-linked heavy flamer or heavy bolter for +100 points.
DEATHSTRIKE VORTEX MISSILE POINTS: 200 + MODELS
Of all the myriad of weapons at the Imperiums disposal, few are armed escort detail and it is common practice to attach at least an
as revered or as devastating as a Deathstrike vortex missile entire Infantry Platoon to their defence. These Guardsmen must
a doomsday weapon of truly apocalyptic proportions. When the create a strong defensive perimeter to protect the Deathstrike Missile
missiles warhead explodes, it tears the very fabric of reality, creating Launcher, erecting camo-netting to conceal the launch site from
a raging maelstrom of destruction that destroys anything and prying eyes and maintaining a constant patrol for enemy saboteurs
everything it touches. So rare and valuable are these weapons that and kill-teams.
Segmentum Command must nominally sanction their use, but
unleashing such a battlefield asset can swing the course of a war. As the Deathstrike prepares for launch it will do so under the
watchful guidance of a Lord Commissar. Only these officers are
A Deathstrike vortex missile is a cumbersome weapon. Not only do trusted with the sanctioned launch codes, for the sheer destructive
these technological relics require constant maintenance, they also power of a vortex missile is too much to grant to any but the most
require the utmost protection. Indeed, a vortex-armed Deathstrike loyal servant of the Imperium. Furthermore, where a lesser man may
Missile Launcher represents such high a priority target for enemy waver at the critical moment, a Lord Commissar will resolutely fulfill
commanders that they are never deployed without a large, heavily his duty and fire the doomsday weapon, no matter the cost.

Lord Commisar
Von Black Platoon command squad
LORD COMMISAR

COMMAND
Platoon, squad A

Deathstrike Vortex Missile


CADIAN SHOCK

Xenos Bane
DEATHSTRIKE MISSILE LAUNCHER

TROOPS

Platoon, squad B
INFANTRY PLATOON

CADIAN SHOCK
TROOPS

FORMATION:
1 Deathstrike Missile Launcher 1 Lord Commissar
armed with a single Deathstrike Vortex Missile 1+ Infantry Platoon

SPECIAL RULES: This missile may only be fired once and it may not be fired directly.
Strike Force: Every unit in the formation must be deployed within 6 After determining the final position of the marker, any models and
of the Deathstrike Missile Launcher, or, if coming on from reserve, removable terrain features touched by the blast are removed from
they must enter the table within 6 of the point entered by the the game (flyers are unaffected). Dont even think about making
Deathstrike Missile Launcher. any form of save, and the vortex isnt affected by your Eternal
Warrior and other special rules either. Just remove them! -
Secret Launch Site: The Deathstrike Vortex Missile formation has the Gargantuan creatures are not removed, but automatically lose D6
Camouflage strategic asset. Wounds (no saves of any kind allowed!). Super-heavy vehicles are
not removed, but automatically lose D3 structure points.
Fuelled and Ready to Launch: You may add +2 to the dice roll when
determining if you can launch the vortex missile. After the initial damage has been resolved the vortex partially col-
lapses. Replace the 10 marker with a 3 blast marker. At the begin-
Deathstrike Vortex Missile: This doomsday weapon uses the follow- ning of every following player turn (of both sides!), the vortex tears
ing profile: through the fabric of reality, disappearing and reappearing 2D6
away in a direction shown by the roll of a scatter dice (use the little
RANGE STR AP TYPE arrow if you roll a hit). After determining the final position of this
48-Unlimited n/a n/a Ordnance marker, resolve any damage, as described for the initial blast above.
Barrage, 10 Blast, One-shot Only
If a double is rolled for the distance moved, the vortex is removed
instead.

IMPERIAL GUARD DATASHEETS


DOOMHAMMER SUPER-HEAVY TANK POINTS: 450

APOCALYPSE
The thousand-year Siege of Ordana saw a new super-heavy A Doomhammers magma cannon is closely modelled on
tank design pressed into Imperial service the the volcano cannon employed by the famous Shadowsword
Doomhammer. Confronted by a renegade forge world and design. While it has a reduced range and area of effect
its associated Titan Legions, the Ordana battlezone when compared to its larger cousin, the magma cannon is
commanders were crying out for Shadowswords and other still able to marshal a Titan-killing blast of epic proportions.
Titan-hunting vehicles. As the campaign dragged on, the At the same time, the space saved due to the smaller
attrition rate of such war engines swiftly outstripped supply. number of capacitors accords the Doomhammer a modest
In the end, only the retrofitting of Banehammer tanks, transport capacity and thus a more flexible battlefield role.
exchanging tremor cannons for magma cannons, allowed This combination was to prove its worth many times over in
the Imperium to maintain the war effort. the Siege of Ordana, and in many other warzones.

Armoured
engine casing

Magma cannon

Sponson-mounted
lascannon and twin-
linked heavy bolters

Driver viewing port

Sponson-mounted lascannon Twin-linked


Size Comparison. and twin-linked heavy bolters heavy bolters

UNIT: 1 Doomhammer ARMOUR WEAPONS AND EQUIPMENT:


TYPE: Super-heavy tank BS Front Side Rear - Hull-mounted magma cannon
3 14 13 12
STRUCTURE POINTS: 3 - Hull-mounted twin-linked heavy bolter
TRANSPORT: The Doomhammer has a transport - Two sponsons, each with one lascannon and either a twin-
capacity of 25. linked heavy flamer or a twin-linked heavy bolter
FIRE POINTS: Up to 10 models may fire from the - Searchlight and smoke launchers
Doomhammers fighting platform.
ACCESS POINTS: The Doomhammer is treated as open- WEAPON RANGE STR AP SPECIAL
topped for the purposes of passengers embarking and Magma cannon 60" 10 1 Ordnance 1, 5"
disembarking. Blast,
Primary weapon
Options: A Doomhammer may be given the following
upgrades from Codex: Imperial Guard: hunter-killer missile, Lascannon 48" 9 2 Heavy 1
pintle-mounted heavy stubber, pintle- mounted storm bolter.
A Doomhammer may replace its two side sponsons with Heavy bolter 36" 5 4 Heavy 3
armour plates, increasing its side armour to 14 at no extra
cost. It may instead add two extra sponsons, each with one Heavy flamer Template 5 4 Assault 1
lascannon and one twin-linked heavy flamer or heavy bolter
for +100 points.
EMPEROR BATTLE TITAN POINTS: 4000
Emperor-class Battle Titans are the largest and most powerful war As they appear on the horizon, they begin bombarding the enemies of
machines at the disposal of the armies of the Imperium; their firepower the Imperium with an awesome and relentless barrage, way out of
unrivalled by any other land vehicle in the galaxy, the size of their arm- range of most of the enemy artillery. Anything that somehow manages
mounted weapons surpassed only by the ordnance of the largest ships to withstand this long-range punishment is then mercilessly trampled
of the Imperial Navy under ground-shaking feet the size of a cathedral.

ARMOUR
WS BS S FRONT SIDE REAR I A
2 4 10 14 14 13 1 6
Quake Cannon
UNIT: 1 Emperor Titan

TYPE: Super-heavy walker

STRUCTURE POINTS: 12
Princeps command chamber

VOID SHIELDS: 8

TRANSPORT: Each foot of the Emperor Titan can


transport up to five units (with a total capacity of 52
models per foot). Legio banners (note
kill markings denote
ACCESS POINTS: Models are deployed anywhere Titan class foes)
within 2" of the foot they are transported in.

FIRE POINTS: three per foot (one each in the twelve,


three and six oclock positions on each foot).

Hellstorm Cannon
WEAPONS AND EQUIPMENT:
Six carapace weapons from the following list:
- Laser blaster
- Plasma destructor
- Inferno gun
- Vulcan mega-bolter
- Gatling blaster
- Melta cannon Plasma Annihilator
- Quake cannon
- Volcano cannon
- Apocalypse missile launcher
- Vortex support missile

Two arm weapons from the following list:


- Plasma Annihilator
- Hellstorm Cannon
- Vengeance Cannon
Size Comparison
- Doomstrike Missile Launcher

WEAPON RANGE STR AP SPECIAL * The plasma annihilator can be fired in two modes with the profiles
Carapace weapons: see Warhound and Warlord Titans. shown. Choose which mode to use each time you fire the weapon.
** The Doomstrike missile launcher fires like an ordnance barrage, but does
Plasma Annihilator* not scatter and instead uses the apocalyptic barrage marker to determine
(rapid) 96" 8 2 Ordnance 6, 7" blast, the fall of its five shots.
Primary Weapon
(full) 120" 10 2 Ordnance 3, 10" blast,
Primary Weapon SPECIAL RULES:
Reactor Meltdown: If the Emperor Titan suffers an Apocalyptic Explosion
Hellstorm Cannon 96" 9 3 Ordnance 8, 7" blast, result on the Catastrophic Damage chart, its reactor goes nuclear! This is
Primary Weapon the same as an Apocalyptic explosion, except that the range is 8D6", and
models within range suffer a Destroyer hit.
Vengeance Cannon 360" D 2 Heavy 4, 7" blast,
Primary Weapon, Destroyer, Towering Monstrosity: Because of its immense size, it is difficult for the
Doomstrike Emperor Titan to engage targets that are too close. Weapons mounted on
Missile Launcher** 36-540 8 3 Apocalypse Barrage (10), the carapace of the Emperor Titan have a minimum range of 36".
Primary Weapon Titanic Tread: When the Emperor Titan moves, the ground is rocked by
violent shockwaves. All units, except super-heavy vehicles and gargantuan
creatures, that move within 12" of the Emperor Titans feet count as
moving through difficult terrain.
HEAVY WEAPONS COMPANY POINTS: 100 + MODELS
The Heavy Weapons Company of an Imperial Guard punch to threaten heavily armoured units and anti-tank
regiment is able to deal a hammer blow to the enemys waponry cannot match the high rate of fire necessary to
forces. Whilst it is common practice to attach individual halt infantry swarms. As a result, when Heavy Weapons
weapons teams to the regiments other companies, it is not Squads are fielded as a full company, they work in concert
unheard of for the entirety of a Heavy Weapons support with other elements from the Heavy Weapons Company,
company to take to the battlefield as a single formation. ensuring that they each engage and destroy the most
When they are fielded so, the Heavy Weapons Company is appropriate foes. The combined firepower of such
tasked with the destruction of the greatest enemy threats, companies, when directed by a competant Imperial Guard
responding to huge concentrations of enemy troops or officer, is easily capable of scything down a marauding mob
titanic engines of war with colossal firepower. of Orks, shattering the spearhead of a Chaos Space Marine
assault or annihilating the well-armoured tank convoys of
Individual Heavy Weapons Squads tend to field weapons the Tau Empire.
with a specific task in mind; anti-infantry weapons lack the
COMMAND
SQUAD
WEAPONS SQUAD

WEAPONS SQUAD

WEAPONS SQUAD
HEAVY

HEAVY

HEAVY
WEAPONS SQUAD

WEAPONS SQUAD

WEAPONS SQUAD
HEAVY

HEAVY

HEAVY
WEAPONS SQUAD

WEAPONS SQUAD

WEAPONS SQUAD
HEAVY

HEAVY

HEAVY
WEAPONS SQUAD

WEAPONS SQUAD

WEAPONS SQUAD
HEAVY

HEAVY

HEAVY

FORMATION:
1 Command Squad 12+ Heavy Weapons Squads

SPECIAL RULES: Target Acquired: Once per Shooting phase, the owning player
Strike Force: All units in the formation must be deployed within may nominate a single enemy unit within line of sight of the
12" of the Command Squad, or, if coming on from reserve, Command Squad. All units in the Heavy Weapons Company
they must enter the table within 12" of the point entered by that are within 12" of the Command Squad must fire at this
the Command Squad. target but they count their weapons as twin-linked for that
round of shooting.
ROUGH RIDER COMPANY POINTS: 100 + MODELS
Rough Rider regiments are rarely deployed as a single operating as independent, nomadic bands of hunters.
fighting force; their specialised skills are instead often However, the warrior pride and tribal mentality of such
divided up to support other, less mobile formations. On regiments often leads them to pursue ever greater glories
those occasions when they are fielded en masse, they and take ever greater risks. Though bloody and costly, some
present the foe with an inexorable wall of muscled steeds of the greatest victories in the Imperiums history have been
that tramples anyone foolish enough to stand in its way. won as the result of a Rough Rider Companys reckless
charge.
Rough Rider Companies rove ahead of the main Imperial
Guard force, tasked with overrunning and destroying When a company of Rough Riders commits to the fray the
isolated groups of enemies. The Rough Riders roam the results are as deadly as they are terrifying. The Rough
landscape in search of the spoor of enemy formations and Riders themselves are heard before they are seen; the land
can track their quarry for days if necessary, awaiting the itself heralds their arrival as the beat of hundreds of hoofs
perfect time to strike. Of all the Imperiums Rough Rider sound like an ominous war drum. The growling tremble of
regiments, it is those from feral and barbaric worlds that the ground is soon joined by the war cries of the riders,
excel at this kind of warfare, warriors that are used to lances lowered as their mounts gallop towards their quarry.
COMMAND SQUAD
ROUGH RIDER

ROUGH RIDER
SQUAD
ROUGH RIDER

ROUGH RIDER
SQUAD

SQUAD
ROUGH RIDER

ROUGH RIDER
SQUAD

SQUAD

FORMATION:
I have seen war in all its forms. I have seen feral world savages
1 Rough Rider Command Squad* braining each other with stones, and I have monitored the death
of a whole planet at the hands of a virus bomb. I have seen
5+ Rough Rider Squads
Space Marines drop to certain death, and win. I have seen Titans
crush whole platoons underfoot. But there is no more stirring
*A Rough Rider Command Squad is a normal Rough Rider
sight in war than the charge of massed cavalry.
squad with the Rough Rider Sergeant designated as the Rough
Rider Commander. The squad has the option to upgrade one
Rough Rider to carry a Regimental Standard for +15 points.

Special Rules: Born in the Saddle: All Rough Rider Units within 6" of the
Strike Force: All units in the formation must be deployed within Rough Rider Command Squad have the Skilled Rider rule.
6" of the Rough Rider Command Squad, or, if coming on from
reserve, they must enter the table within 6" of the point Run them Through! At a roared command, the Rough Riders
entered by the Rough Rider Command Squad. lower their lances and gallop into a thunderous charge. In any
turn in which the Rough Rider Commander charges into
Outriders: Rough Rider Companies use outriders to scout the combat, all units in his formation within 6" gain the Furious
land and are famed for tracking and encircling their foe. A Charge ability and receive +2 bonus Attacks instead of the
Rough Rider Company has the Flank March strategic asset. normal charging bonus.
SHADOWSWORD SUPER-HEAVY TANK POINTS: 450
Amongst the many super-heavy tanks in the service of the Throughout the history of the Imperium, Shadowsword
Imperium, the Shadowsword is the one that mounts the tanks have proven to be the natural enemy of Titans of all
largest and most powerful primary weapon in the arsenals classes and sizes. Differently from their towering
of Mankind the dreaded volcano cannon. This awesome antagonists, the Shadowswords lie in ambush until the
weapon can cripple the largest war engines with a single other units in the army have taken out the Titans shields.
shot. Nothing short of the most powerful energy shields At that point, they open fire with their targeter-guided
can hope to stop a direct hit from a volcano cannon no volcano cannon, delivering the killing blow with precise
amount of armour or cover can offer protection from it. shots aimed at the Titans weak points.

Armoured
engine casing
Sponson-mounted Targeter
lascannon

MkIV Phateon pattern


Shadowsword
volcano cannon

Aquila-pattern tracks Sponson-mounted twin- High density


Size Comparison. linked heavy bolters armour plating

UNIT: 1 Shadowsword ARMOUR WEAPON RANGE STR AP SPECIAL


BS Front Side Rear Volcano cannon 120" D 2 Ordnance 1,
TYPE: Super-heavy tank
5" Blast
3 14 13 12
STRUCTURE POINTS: 3 Destroyer,
Primary weapon
WEAPONS AND EQUIPTMENT:
- Hull-mounted Shadowsword volcano cannon. Lascannon 48" 9 2 Heavy 1
- Two sponsons, each with one lascannon and either a twin-
Heavy bolter 36" 5 4 Heavy 3
linked heavy flamer or a twin-linked heavy bolter
Heavy flamer Template 5 4 Assault 1
- Searchlight and smoke launchers

OPTIONS: A Shadowsword may be given the following A Shadowsword may take a hull-mounted twin-linked heavy
upgrades from Codex: Imperial Guard: hunter-killer missile, bolter for +25 pts.
pintle-mounted heavy stubber, pintle-mounted storm bolter.
A Shadowsword may have the following upgrade at
A Shadowsword may replace its two side sponsons with
+25 points:
armour plates, increasing its side armour to 14 at no extra cost.
It may instead add two extra sponsons, each with one
lascannon and one twin-linked heavy flamer or heavy bolter for Command Tank. A high ranking officer is using the
+100 points. Shadowsword as a mobile HQ. All Imperial Guard units within
24" of a Shadowsword Command Tank may re-roll failed
A Shadowsword may replace the lascannons on its sponsons Morale checks.
with targeters (+1 BS) at no extra cost.
STORM TROOPER STRIKE FORCE POINTS: 150 + MODELS
The Storm Troopers are the most elite fighting force at the The Storm Trooper regiment is one of the few to have a
Imperial Guards disposal. In exceptional circumstances, permanent pool of Valkyrie Assault Carriers to carry them
several Storm Trooper squads are required to combine into battle. With the speed of these aircraft to deliver them
forces to strike at a heavily defended, but vital objective. to their mission coordinates, the Storm Troopers take their
The Storm Troopers role is not to hold or secure the enemy by surprise, smashing through windows and doors
location, but rather it is to eliminate all enemy presence, before the enemy can mount an effective resistance. The
scouring any threat from the position. The casualties Valkyries provide covering fire for the Storm Troopers as
sustained in these actions are invariably high, only death or they towards the objective. Without pause or hesitation the
glory await those who undertake such missions. For the Storm Troopers sweep through the enemy-held structure,
Storm Troopers however there is no better way to test their cutting down their quarry with efficient bursts of high-
skills and no greater honour than to die in battle. powered lasfire.
STORM TROOPER SQUAD

COMMAND VALKYRIE
ASSAULT CARRIER
STORM TROOPER SQUAD

VALKYRIE ASSAULT
CARRIER
STORM TROOPER SQUAD

VALKYRIE ASSAULT
CARRIER

FORMATION:
3+ ten-man Storm Trooper squads *One Valkyrie must be designated as the Command Craft.
3+ Valkyrie Assault Carriers*

SPECIAL RULES: Storm the Objective: In any turn in which the Storm Troopers
Strike Force: All units in the Storm Trooper Strike Force must be disembark from their Valkyrie transports, they may shoot, run,
deployed within 6" of the command craft, or, if coming on then shoot again. This second round of shooting may be at a
from reserve, they must enter the table within 6" of the point different target if you wish. In addition, cover saves taken
entered by the command craft. against hits caused from these shooting attacks suffer a -1
penalty, representing the defenders being caught by surprise.
Strategic Assets: An army that contains a Storm Trooper Strike Note that this rule only applies to the Storm Troopers, not the
Force automatically gains the Vital Objective strategic asset. Valkyie transports.
STORMLORD SUPER-HEAVY TANK POINTS: 500

APOCALYPSE
With a weapons configuration suited for comparatively Even so, the Stormlords devastating close-range firepower
short-range firefights, the Stormlords primary combat role and vast transport capacity makes it highly sought after by
is that of close support to infantry assault waves. As a the more mobile Imperial Guard regiments, such as those
result, Stormlord tanks are a rare sight in most Imperial raised on Catachan, Tallarn and Tingoya. Not only can the
armies. Super-heavy tanks are all but irreplaceable, and only Stormlords embarked Imperial Guard squads traverse the
the boldest and most confident commanders are prepared battlezone in relative safety, they can also be pressed into
to jeopardise their careers (and lives) by risking such a service to defend the Stormlord against waves of tank-
valuable war machine in the very teeth of the enemy. hunting enemy infantry.

Troop bay with crew-


served heavy stubbers

Armoured
Main gun sights engine casing

Sponson-mounted
lascannon

Vulcan mega-
bolter in raised
superstructure

Twin-linked High density


heavy flamers armour plating
Aquila-pattern tracks
Size Comparison.

UNIT: 1 Stormlord ARMOUR - Two sponsons, each with one lascannon and either a
TYPE: Super-heavy tank BS Front Side Rear twin-linked heavy flamer or a twin-linked heavy bolter
3 14 13 12
STRUCTURE POINTS: 3 - Searchlight and smoke launchers
TRANSPORT: The Stormlord has a transport capacity of 40.
FIRE POINTS: Up to 20 models may fire from the Stormlords WEAPON RANGE STR AP SPECIAL
fighting platform. Vulcan mega-bolter 60" 6 3 Heavy 15,
Primary weapon
ACCESS POINTS: The Stormlord is treated as open-topped for
the purposes of passengers embarking and disembarking.
Lascannon 48" 9 2 Heavy 1
WEAPONS AND EQUIPTMENT:
Heavy bolter 36" 5 4 Heavy 3
- Hull-mounted Vulcan mega-bolter
- Hull-mounted twin-linked heavy bolter Heavy flamer Template 5 4 Assault 1

OPTIONS: A Stormlord may be given the following upgrades SPECIAL RULES:


from Codex: Imperial Guard: hunter-killer missile, pintle-
mounted heavy stubber, pintle-mounted storm bolter. All Power to Weapons! The Stormlords commander can order
A Stormlord may replace its two side sponsons with armour all power from the tanks formidable reactor to be directed to
plates, increasing its side armour to 14 at no extra cost. It may the main weapon. If the Stormlord does not move, it may fire
instead add two extra sponsons, each with one lascannon and its Vulcan mega-bolter twice in the following Shooting phase
one twin-linked heavy flamer or heavy bolter for +100 points. (at the same target or at different ones).
STORMSWORD SUPER-HEAVY TANK POINTS: 450
The Stormsword was originally a field conversion of the The siege gun fires huge rocket-propelled siege shells, each
Shadowsword, using a salvaged chassis with a new weapon weighing in excess of 180kg, with enough explosive power
replacing the volcano cannon. Christened the Stormsword to flatten a building in a single shot. In addition to its main
by troops, this super-heavy tank carries a large Stormsword weapon, the Stormsword is also formidably equipped with
cannon. Used for street fighting and siege warfare, the secondary weapons for combat in the close confines of city
tank excels at close quarters. streets.

Armoured Stormsword
engine casing cannon

Sponson-mounted Hull-mounted twin-linked High density


lascannon and twin- heavy bolters armour plating
Size Comparison. linked heavy bolters

UNIT: 1 Stormsword ARMOUR WEAPON RANGE STR AP SPECIAL


Stormsword cannon 36" 10 1 Ordnance 1,
TYPE: Super-heavy tank BS Front Side Rear
10" Blast,
STRUCTURE POINTS: 3 3 14 13 12 Primary weapon
No cover saves
WEAPONS AND EQUIPTMENT:
allowed
- Hull-mounted Stormsword cannon.
Lascannon 48" 9 2 Heavy 1
- Two sponsons, each with one heavy flamer and either a
twin-linked heavy flamer or a twin-linked heavy bolter Heavy bolter 36" 5 4 Heavy 3
- Searchlight and smoke launchers
Heavy flamer Template 5 4 Assault 1

OPTIONS: A Stormsword may be given the following upgrades A Stormsword may replace its two side sponsons with armour
from Codex: Imperial Guard: hunter-killer missile, pintle- plates, increasing its side armour to 14 at no extra cost. It may
mounted heavy stubber, pintle-mounted storm bolter. instead add two extra sponsons, each with one lascannon and
one twin-linked heavy flamer or heavy bolter for +100 points.
A Stormsword may replace both heavy flamers on its sponsons
with lascannons at +20 points. A Stormsword may have the following upgrade at +25 points:
Command Tank. A high ranking officer is using the Stormsword
A Stormsword may replace its hull-mounted heavy bolter with
as a mobile HQ. All Imperial Guard units within 24" of a
a twin-linked hull-mounted heavy bolter at +5 points.
Stormsword Command Tank may re-roll failed Morale checks.