Warhammer 40k Compendium OCR
Warhammer 40k Compendium OCR
PRESENTS THE
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COMPENDIUM CONTENTS
Assistant to Design Manager: Paul
Green; Graphic Design: Mark Legiones Astartes . .
4
Craven, Brian George, Bil Sedgwick;
Designers/Developers: Mike Brunton,
Terminator Squads . . 11
Graeme Davis, Robin Dews, Richard Chaplains & Commissars 19
Halliwell, Jervis Johnson, Sean
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Priestley, Nigel Stillman, Andy
Warwick; Photography: Chris
Medica: .733
The Badab War
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00
27
33
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.. 36
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Imperial Guard 53
Copplestone, Colin Dixon, Jes Dreadnoughts . . .
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# Ackland
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Space Marines Army List.
IL
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Imperial Guard Army List.
[6 Dave Gallagher Jk Jes Goodwin Squats Army List .
fH
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Gary Harrod
¥ Tony Hough <K Pete Knifton
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ISBN: 1
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CHAPTER BANNER
———————————
LEGIONES ASTARTES
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Imperial record:
Cross file'té:.
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~~ WD 01/063
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Phnstiey ref:
Toput ref:-
Earth A3 Sol System
Inquisiton Investigation
Team 32/968 ES327
We can rebuild them
Input dated:”
.. "9960987.M2.
THE VISITORS, SEALED IN THEIR PRISTINE SUITS, “You call the organs zygotes?’
BARELY HEARD THE DOORS MOVE ASIDE TO REVEAL
THE SHADOWY WORLD OF RED AND YELLOW LIGHT. ‘Yes - our geneticists create the single germ cell for each new organ.
THE TECHNICIANS AND SCIENTISTS BOWED AS THEIR
VISITORS STEPPED FROM THE LIFT. Every cell takes years of work as you know. At that stage we can
store the cells indefinitely in the zero-room as gene-seed. Inside the
‘MY EMPEROR’, INTONED DR ODUTEK.
incubater we can activate and control the growth process. The cell
‘DR OUTEK. PHASE NINETEEN IS COMPLETE?’ divides, multiplies, and eventually grows into a whole organ. Until
THE SCIENTIST STRAIGHTENED STIFFLY. 'OH YES, HE the organ is ready for implant, we refer to it as a zygote.’
SAID, 'A PRETTY BABY... VERY PRETTY INDEED."
The doctor led the party along the long row of glass cases, past
incubators labelled with the names ofthe strange organs. He stopped
before a large door emblazoned with the Imperial Eagle and the stark
sign ‘Security Zone One’.
LEGIONES ASTARTES
‘Now,' announced the doctor. ‘Now you'll see what all this flesh
and gristle really amounts to!"
ASNT
>
Most chapters have existed for thousands of years. During that time,
gene-seed belonging to some chapters has mutated. This has resulted
in changes in the exact nature of the artificially cultured
organs.
Such changes may sometimes make an implant useless. In other
circumstances changes in an organ might reduce its effectiveness,
or cause new and strange effects. Whatever the result, it will affect
the entire chapter all Space Marines belonging to a chapter share
-
IMPLANTS
The nineteen organs created by the ancient technicians of the
Emperor are described below. Each of these organs is extremely
complicated and because many of the organs only work properly
when another organ is present, the removal or mutation of one organ
may affect the exact functioning of the others. For these reasons,
implants must be constantly monitored, and many Marines have
to undergo corrective surgery or chemo-therapy to re-balance their
metabolisms.
Phase 6 - Catalepsean Node. This brain implant is usually inserted Phase 14 - Oolitic Kidney. This red-brown and heart shaped organ
into the back of the skull via a hole drilled into the occipital bone. improves and modifies the Marine's circulatory system enabling other
The pea-sized organ influences the circadian rhythms of sleep and implants to function effectively. The oolitic kidney also filters blood
the body's response to sleep
deprivation. Normally, a Marine sleeps extremely efficiently and quickly. The secondary heart and oolitic
kidney are able to act together, performing an emergency de-
if
like any normal man, but deprived of sleep, the catalepsian node
‘cuts in". A man implanted with the node is capable of sleeping and toxification program in which the Marine is rendered unconscious
remaining awake at the same time by ‘switching off’ areas of the as his blood is circulated at high speed. This enables a Marine to
brain sequentially. This process cannot replace normal sleep entirely, survive poisons and gases which are otherwise too much for even
but increases a Marine's survivability by allowing perception of the the multi-lung to cope with.
environment whilst resting.
Phase 15 - Neuroglottis. Although the preomnor protects a Marine
Phase 7 - Preomnor. The preomnor is a large implant which fits from digesting anything too deadly, the neuroglottis enables him
into the chest cavity. It is a pre-digestive stomach which allows the to assess a potential food by taste. The organ is implanted into the
Marine to eat a variety of otherwise poisonous or indigestible back of the mouth. By chewing, or simply by tasting, a Marine can
materials. No actual digestion takes place in the preomnor. Individual detect a wide variety of natural poisons, some chemicals and even
sensory tubes assess potential poisons and neutralise them or, where the distinctive odours of some creatures. To some degree a Marine
is also able to track a target by taste alone.
necessary, isolate the preomnor from the rest of the digestive tract.
Phase 8 - Omophagea. This is a complicated implant. It really Phase 16 - Mucranoid. This small organ is implanted in the lower
becomes part of the brain, but is actually situated within the spinal intestine where its hormonal secretions are absorbed by the colon.
cord between the cervical and thoracic vertibrae. Four nerve sheaths These secretions initiate a modification of the sweat glands. This
called neuroclea are implanted between the spine and the preomnoral modification normally makes no difference to the Marine until
stomach wall. The omophagea is designed to absorb genetic material activated by appropriate chemo-therapy. As a result of this treatment
generated in animal tissue as a function of memory, experience or the Marine sweats an oily, naturally cleansing substance which coats
the skin. This protects the Marine against extremes of temperature
innate ability. This endows the
Marine
with an unusual survival trait.
He can actually learn by eating. If a Marine eats a part of a creature, and even offers a slight degree of protection in vacuum. Mucranoid
he will absorb some of the memories of that creature. This can be themo-therapy is standard procedure on long space voyages and
very useful in an alien environment. Incidentally, it is the presence when fighting in vacuum or near vacuum.
of this organ which has created the various flesh and blood drinking
Phase 17 - Betcher's Gland. Two of these identical glands are
ritualsfor which the Marines are famous, as well as giving the names
to chapters such as the Blood Drinkers, Flesh Tearers etc. implanted, either into the lower lip, alongside the salivary glands
or into the hard palette. Betcher's gland works in a similar way to
Phase 9 - Multi-lung. This is another large implant. The multi-lung, the poison gland of venomous reptiles by synthesising and storing
or ‘third’ lung, is a tubular grey organ. Blood is pumped through deadly poison. Marines are rendered immune to this poison by virtue
the organ via connecting vessels grafted onto the recipient's of the gland’s presence. The gland allows the Marine to spit a blinding
pulmonary system. Atmosphere is taken in by means of a sphincter contact poison. The poison is also highly acidic and corrosive. A
located in the trachea. In toxic atmospheres, an associated sphincter Marine imprisoned behind iron bars could easily chew his way out
muscle closes the trachea and restricts normal breathing, thus given an hour or so.
protecting the lungs. The multi-lung is able to absorb oxygen from
poorly oxygenated or poisonous air. Most importantly, it is able to Phase 18 - Progenoids. There are two of these glands, one situated
do this without suffering damage thanks to its own efficient toxin in the neck, the other deep within the chest cavity. These glands
dispersal, neutralisation and regeneration systems. are important to the survival of the Marine's chapter. Each organ
grows within the Marine, absorbing hormonal stimuli and genetic
Phase 10 - Occulobe. This small slug-like organ sits at the base of material from the other implants. After five years the neck gland
the brain. It provides the hormonal and genetic stimuli which enable is mature and ready for removal. After ten years the chest gland
a Marine's eyes to respond to optic-therapy. The occulobe does not becomes mature and is also ready for removal. A gland may be
itself improve a Marine's eyesight, but it allows technicians to make removed anytime after it has matured.
adjustments to the growth patterns of the eye and the light-receptive
retinal cells. An adult Marine has far better eyesight than a normal
human, and can see in low light conditions almost as well as in
daylight.
Phase 19 - Black Carapace. This is the last and the most distinctive
implant. It looks like a film of black plastic when it’s growing in
the tanks. This is removed from its culture-solution and cut into sheets
which are implanted directly beneath the skin of the Marine's torso.
Within a few hours the tissue expands, hardens on the outside, and
sends invasive neural bundles deep inside the Marine. After several
months the carapace will have fully matured and the recipient is
then fitted with neural sensors and transfusion points cut into the
hardened carapace. These artificial ‘plug-in’ points mesh with
features integral to the powered armour, such as the monitoring,
medicinal and maintenance units. Without the benefit of a black
carapace a Space Marine's armour is relatively useless.
VARIATIONS BETWEEN
CHAPTERS
Each organ serves a specific function as outlined above. Although
a chapter's Apothacaries and surgeons are able to perform the
necessary implant operations, they do not necessarily understand
the exact functioning of each organ. The processes involved are
incredibly ancient. Procedures are handed down from generation
to generation, becoming increasingly ritualised and misinterpreted.
For these reasons, the efficiency of each
organ differs from chapter
to chapter, depending on the condition of that chapter's gene-seeds
and the degree of debasement of its surgical procedures. In some
chapters, mutation of gene-seed, poor surgical procedure, or
inadequate post-operative conditioning, has twisted the functioning
of implants. For example, the omophagea gene-seed of the
Blooddrinkers has mutated so that all Blooddrinkers have an
unnatural craving for blood. In some chapters individual organs are
be biologically compatible and free from mutation. Test-slaves spend
either useless or absent altogether.
their entire lives bound in static experimental capsules. Although
conscious they are completely immobile, serving as little more than
mediums within which the various zygotes can develop. From the
REPRODUCING ZYGOTES original slave come two progenoids, which are implanted within two
Gene-seed can only be obtained by removing one or both progenoid more slaves, from which come four progenoids and so on. It takes
about 55 years of constant reproduction to produce 1000 healthy
organs from a living (or very recently deceased) Marine. The whole sets of organs. These must be officially sanctioned by the Master
purpose of the progenoid organ is to provide gene-seed to enable of the Adeptus Mechanicus and then by the Emperor himself. Only
the chapter to continue. It is not possible to create a te in any the Emperor can give permission for the creation of a new chapter.
other way. Each chapter's stock of gene-seed is therefore unique
to itself. Gene-seed has a great deal of religious significance to a
chapter, representing its identity and future. Without gene-seed a
chapter has no future. The extinction of a type of gene-seed means RECRUITMENT AND
that a zygote has been lost forever. The extinction of a phase 18
or 19 gene-seed would effectively mean an end to a chapter.
INITIATION
The various implants cause vital changes in a Marine's physique
As each Marine has only two progenoid glands, the rate at which and mental state. Many of these changes are controlled by natural
a chapter can create new Marines is restricted. It may take many hormonal secretions and growth patterns. Implants may not prove
years for a chapter to rebuild itself after heavy losses. Gene-seed effective, or may not become fully functional, if they are carried out
is often rendered useless if a Marine is exposed to high radiation once the recipient has reached certain stages of natural development.
levels or other forms of genetic disturbance. The efficiency of different It is therefore inevitable that recruits must be reasonably young.
chapters’ progenoid gene-seed also varies, and some chapters are Tissue compatibility is also essential, otherwise organs may fail to
able to make up their numbers faster than others. develop properly.
PHASE 3 BISCOPEA
pd
10-12 YEAR
PHASES 1-3 CAN
BE INTRODUCED
AT THE SAME
TIME.
|
completion of the initation process, but it never ends. Marines
PHASE 18 PROGENDIDS —— 16-18 YEARS undergo periodic treatment for the rest of their lives in order to
PHASE 19 CARAPACE 16-18 YEARS FINAL
v IMPLANT,
maintain a stable metabolism. This is why their power armour suits
contain monitoring equipment and drug dispensors.
10
TERMINATOR
SPACE MARINE TACTICAL
DREADNOUGHT ARMOUR
IN WARHAMMER 40,000
By Rick Priestley & Andy Warwick
The life of a Space Marine is always dangerous and
sometimes fatal. Their most arduous duties expose them
to the overheated tunnels of hive worlds and the
interplanetary chill of abandoned spacehulks. In these
and similar enclosed, cramped environments, Marines are
grateful for the added protection and firepower of exo-
armour and the special training of Terminator Squads.
All Terminator suits contain their own independent power The other four Marines saw what Targal saw - Genestealers,
supply and enclosed life-support systems. Marine
Terminator suits are heavily armed and also carry teleport fighting to reach the waiting Marine. The aliens threw themselves
forward, their chitinous shells making a thunderous sound as
homers, bio-scanners, energy-scanners, auto-senses, they slammed into one another. The beat became more rapid
as they got closer; Targal's heart began to quicken in sympathy.
suspensors and targeters for their weapons, and
communicators. “Imperator! There's dozens of them"
The joints of Targal’s armour hissed as he raised the assault
The communicators carried in Terminator suit are specially
cannon. The barrel started to spin, the whine of its motor quickly
rigged to carry visual as well as auditory signals. This means drowned out by the shells slicing through Stealers and exploding
that any member of a Terminator Squad can tune in one with a muffled thump, The squad watched: they could see Targal
of his comrades, and see exactly what he sees through his at the far end of the corridor, the Stealers hidden by the flash
own auto-sense unit. Although all Terminator suits are of the assault cannon - and the same scene repeated inside their
helmets from Targal's viewpoint, the Stealers terrifyingly close,
capable of broadcasting, to avoid confusion it is usual for
only the Sergeant's suit to send out visual messages. “To the left - three comin’ in fast!”
Targal turned just as the first Stealer reached him. Its jaws spread
and clamped around his helmet. The visor began to run with
saliva as the alien's jaw slid up and down, trying to chew its
SAVING THROW way in. Targal's chain fist juddered as he thrust it into the
Terminator armour confers a basic saving throw of 2 + on creature's mouth, the chain erupting through flesh and sinew
a D6. This is reduced by the saving throw modifier of an and up into the Stealer’s skull. The other Marines lost sight of
enemy's attack. him, buried under 2 mound of Genestealers. Blinded
gore smeared across the visor, he barked his final request.
by the
n
TERMINATOR SQUADS
Terminator Exo-Armour
Standard Armament
Storm Bolter
- sermon made
by
Chaplain Hanivs to Blood
Cannon
Assault
12
TERMINATOR SQUADS
=
Dark Angel Chapter ~éG
\ Space Wolves Chapter
Marine J)
Sergeant These pages
he taken from the
ic Index Astartes -
=© Chapter
Uniform
=
(&) section, sub-
section
Terminators,
)
: and Terminator
7
Armament
Tro
3
section.
PL
Bolter
A
Power
TERMINATOR SQUADS
WEAPON SYSTEMS
There are number of different weapon configurations used
2a
STORM BOLTER
The main armament of a Marine in Terminator armour is
the combination bolter, more generally known as the storm
bolter. A storm bolter is basically two bolters firing in
unison. The power of the armour allows the Marines to
carry these heavy weapons without penalty, giving them
an offensive capability to match their defensive advantages.
Storm Bolter
to Hit Save
HEAVY FLAMER
Range Shooting Type
F 1 One member of every Terminator Squad carries a special
Short long Short long STR DAM Mod C H § Area
weapon of some kind in place of the storm bolter. This is
012° 12-24 +1 4 1 2" X 6
usually a heavy flamer, a powerful version of the standard
1
Heavy Flamer
to Hit Seve
fangs Shooting Type
Shot long Shot Long STR DAM Mod C H S F Area T
0-6" 618" +2 41
5 1
-3 BN 1%" 6
POWER SWORD
Sergeants and Captains are equipped with power swords
- simple
edged weapons surrounded by a powerful energy
field that can easily slice through most armour.
Power Sword
Seve
Range Shooting
to Hit Type
Short long Short long STR DAM Mod C H 5 F Ama T
14
TERMINATOR SQUADS
ASSAULT CANNON
Although the heavy flamer is a favourite weapon among Librarian Tiros felt the unmistakable surge of psychic
eo
a
many Terminator Squads, a popular alternative is the self threw up his mental barriers, the bisaAe
matrix of his
powered rapid-fire assault cannon, usually known simply Terminator armour doubling his The
dissipated, and he turned to face his attackers.
assault
was ¢
as the assault cannon. stood about 6 metres away, Ias-pistols in hand, taunting him.
-
This awesome weapon is a motorised, multi-barrelled auto- As Tirus began to advance, he returned the mental blow threefold.
One of the men fell the floor with bis hands to his ears, trying
©
dance stopped.
Tirus turned away, “Stultitia in vita, iustitia in mors.”
Assault Ganxien
042° 1232 #1
FORCE AXE
Marine Librarians in their Aegis suits of Terminator armour
are usually equipped with a force axe, a variation on the
POWER GLOVE familiar force sword. Cast from carbon steel, these weapons
Marines in Terminator armour have power gloves as enclose a carefully constructed psi-matrix that allows a
standard, and under most circumstances these are more psyker to channel his psychic energy into his blows.
than sufficient for their needs. A bulkhead or armoured A Librarian scoring a successful hit with a force axe can
suit will crumple like tin plate under the energised field use psi points to add to the strength of the hit (ie the §
of a power glove. of the wielder). Each psipoint used also reduces the targets
saving throw by -1. For example, a Librarian with a § of
4 adds 3 psi points to his attack giving his attack a § of
Power Glove 7 and a saving throw modifier of -3.
Range ShoongoMit
ee a sek er
Tipe
pi
¢
CHAIN FIST
Punching through a heavy bulkhead or reinforced airlock
door with a power fist can be a slow process. The chain
fist - essentially a power glove with a built-in heavy
chainsword - is designed to slice a Terminator-sized hole
through almost any substance in a matter of seconds, using
the energy of a power field to turn an activated chain.
Chain Fist
Only
Close Combat 10 D4 6 x 2° 6
15
TERMINATOR SQUADS
The teleporter chamber was dimly lit. Huge cables ran across
the ceiling and walls, but there was little spare power for lights.
Even though they were in deep shadow, the five Marines in
Terminator armour moved with precision. Their enhanced
senses helped them pick their way across the floor and duck
beneath the conduits. As they lumbered out of the darkness
into a dim circle of light in the centre of the room, their weapons
glinted, showing the Blood Angels’ winged insignia. They were
watched by three Marines in ship fatigues. The first stepped
forward, moving in front of a technician making final
adjustments to the teleporter.
‘Sound off." Brother-Captain Mallen's wounds had not healed
in time for him to lead the assault. But he had still brought
himself down to the teleporter, though the effort had almost
exhausted him. His Marines deserved his attendance.
“‘Brother-Sergeant Kinner.'' Kinner's power glove creaked as
he flexed his fingers; he was always impatient before an assault.
He raised his storm bolter and pointed it at the Chapter badge
on the wall. Relays clicked as the targeter fixed the range.
Kinner's habitual salute had, Mallen thought, overtones of
disloyalty. But italways seemed to bring him victory. The Captain
let it pass.
“Straus.” Even in the dim lighting the devotional stripes and
purity badges on Straus’ exo-armour glittered. This assualt
would be his last as a simple Marine. His initiation rite to become
a Novitiate would take place as soon as he returned. If he came
back at all. *'In Our Loyalty, Victory Is Certain."
‘'Felko.”’ Even over the commnet, Felko sounded nervous. Not
scared, but apprehensive. This was his first battle as part of 2
Terminator Squad, and he had confessed to the company
Chaplain that he was worried. He had no wish to embarrass
his battle-brethren by not pulling his weight, so he had
volunteered to be on point duty - the first man teleported into
action. Then he would be able to prove himself, even in the
company of men such as these
“Levi.” The bolter’s magazine was tiny in comparison to Levi's
power glove, but he had no trouble in sliding it home. There
was a click as the bolter’s catch held the magazine. Levi shook
his head, working the helmet seals carefully into place. His suit
was battered and scarred and badly in need of repainting. It
wasn't even in the proper Chapter colours, having come from
the Ultramarine's armoury a generation before. Bare metal
showed in several places. Levi, however, like many of the suit’s
previous users, had refused to let the Techmarines repaint it.
Every time its Ultramarine colours had been hidden, the suit’s
wearer had been killed. Levi maintained that the suit knew it
was only borrowed, and even the Techs had come to believe
the same. They had given up trying to persuade him to have
& it repainted in the proper colours.
Marine
“‘Gorrias. Present and correct, Brother-Captain.” Twenty years
Shoulder Badge on, and the man's thick hive-world accent was still noticeable.
Gorrias turned and raised the barrels of his assault cannon in
salute to the Chapter badge, then dropped intoa combat stance.
He thumbed the cannon into life, and its barrels whirred into
action. Gorrias could hear the weapon's hum through his
armour. Satisfied, he sighed into his commnét. The other
Marines chuckled.
Chain Fist Chaplain Brehgen pulled on his robe and stepped forwards.
16
TERMINATOR SQUADS
contaming fragments of
the Emperor's armour
Grenade Launcher,
mounted on top of
Power Clove: both are
in Chapter colours
arr?
Belt Buckle and Kneeplate
CAPTAIN'S SHOULDER BADGE:
made {rom stone, incoporating fragments
of the Emperor's armour. At the climax of
displaying personalised uniform the Horus Heresy the Emperor personally
decoration led an attack upon the Warmaster's bunker
with the Imperial Fist Marine Chapter and
an clite unit of the Adcptus Custodes.
MARINE CAPTAIN IN TERMINATOR ARMOUR: During the ficree fighting the Emperor
Storm Bolter, Power Glove and Power Sword came face 10 face with Horus, wha in the
bande that
(| ly
Emperor. The Warmaster was only
ded the
Personalised decontion
and mementoes of past
battles: amulets, charms,
PE Shield. can be optionally
book of liturgies ctc 2
IP3
“
Librarianbadge on knee.
repeated from shoulder
le indicating that the
Librarian is free from
heresy
Bas relief
decoration on leg Librarian shoulder
armour o4——— badge displayed
here
Mounting for
optional shicld
17
TERMINATOR SQUADS
remaining two grenades deviate D3’ from the centre of The dark shape, now solid, lf and tore the wo
through
fon.
IAAL
=
CHAPLAINS & COMMISSARS
et —
00D
Cavan 1140),
OE ape
oe - (LE,
———
Nesbit3
-
20
CHAPLAINS & COMMISSARS
B&
Should a Chaplaincy fall vacant, the most advanced and The bond between Marines and their Chaplains is a strong
promising of the Initiates is sent to the Solitarium. This one. Chaplains preside over their indoctrination as recruits;
small cell is situated in a secluded part of the monastery they teach loyalty to the Chapter, reinforce its precepts
and here the Initiate meditates and fasts for a time. He may through rituals and ceremonies and perform inspiring acts
be left there for up to a week, while his investiture by the of valour upon the field of battle.
Reclusiarch and the Master of Sanctity is prepared. Then,
in front of the whole Chapter, he is formally given his
symbols of office and presented to the company who are
now under his spiritual guidance. At this point the new
Chaplain takes the name of his predecessor.
When a Chaplain is killed in battle a formal ceremony often
has to wait. The senior Initiate immediately takes the helmet
and shoulder pads of the Chaplain and dons them. From
the moment he puts on the old Chaplain’s war-gear he has
full authority as one of the Chapter's spiritual leaders. He
is formally invested as a new Chaplain only when the battle
is won and the dead are absolved.
As our bodies are armoured with
Adamantium, our souls arc protected with
our loyalty. As our bolters are charged with
death for the Emperor's enemies, our
® CHAPLAINS thoughts are charged with his wisdom. As
our ranks advance, so does our devotion,
IN BATTLE for are we not Marines? Are we not the
Chaplains are a puritannical and sometimes eccentric chosen of the Emperor, his loyal servants
group. Their religious zeal has a strong practical slant, as unto death?
befits a warrior. They fight alongside their battle-brothers, - Chaplain Fergus Nils
reciting extracts from the Chapter's Creed and Liturgies. An address to the defenders of Portrein
Indeed, their dedication adds considerably to the fearsome
reputation of the Marines. Their inspirational sayings and
constant exhortations harden the determination of every
Marine to serve the Emperor and relive the former glories
of the Chapter Primarchs.
21
CHAPLAINS & COMMISSARS
CRNA
alelelalalolelolo
among the squads of his company inspiring Mari
AN
arineswith Batt
A
lolol} i
OPTIONS
SPECIAL EQUIPMENT CHARTS STANDARD EQUIPMENT: 16 points
PLASMA PISTOL
CONVERSION FIELD
22
CHAPLAINS & COMMISSARS
CHAPLAINS :
MARK
DESIGNED BY
COPPLESTONE
EEE
&=
410601 410602
Howling Griffons
| Black
Black skull
| Chapter colours Skull* shoulder & insignia pads
Novamarines
Dark Angels
skull
| Black Chapter colours Skull* shoulder & insignia & elbow pads
Skull*® Black Black Skull* shoulder pads
White Scars Grey Grey Grey Skull* shoulder. & elbow pads
Silver Skulls Silver Black Black Silver shoulder pads
Iron Hands Black Black Black Skull & dagger motif on right shoulder pad
*
Unless painted black or in chapter colours, skull masks are white or ivory.
23
CHAPLAINS & COMMISSARS
The Chapter's space barge was always quict after a the day. The wounded lay under the Apothacarics’
battle, but in the stillness the work of the Chapter care. The gene-seed of the fallen was stored away for
continued. Weapons were stripped, cleaned and tommorow's recruits.
replaced in their holding racks. Unused munitions
were put back into the magazine. Each Marine's armour Only the Chaplains were busy, passing down the
was checked for damage, repaired where necessary, companionways and corridors of the ship. The rites
repainted and carefully stored. of victory and remembrance were in preparation. The
chapel was made ready and the liturgy chosen.
Down on the flight deck, the Fleet technical adepts Each Chaplain entered and carefully replaced the
opened dropship inspection bays, checked shiclds relic he had carried into battle. The ceremonial plate
and engines, adjusted systems and painted new kill and the Imperial eagle were brought from the
markings. Each one of the Chapter’s armoured vehicles magazine, where they had been put for safekeeping.
was driven out of its dropship onto the deck. As its All was ready.
engines were run up to power fumes leaked through
the barge's ventilation shafts, carrying a burnt smell The great bell sounded at the heart of the barge. All
to the whole ship. . fell silent, every technician and servant put down his
And throughout the ship
In the Commander's chambers he and his staff tools and bowed his head.
discussed the assault. It had been a success, despite Marines stirred. Feet clattered on steel
decks and
greetings were murmured as the Chapter gathered in
some carly problems. The barge captain sat and
listened as his fire support was criticised. Two turrets its chapel.
had failed. The battle, their test of devotion, was past. All that
And in the company bays, the Marines sat quietly, remained was the ritual of confirmation, repeated once
alone with their thoughts. Their tasks were donc for more, as it had been carried out so many times before...
24
CHAPLAINS & COMMISSARS
Lasgun or a Chainsword. At battle’s end, speak the Liturgy in a clear voice. Respect
Some use Powergloves. The the bravery of the living. Give the Rite of Passage to
Commissar’s profile and the fallen. Honour the battle
gear of the dead. To do
as part of the Imperial
and
Sr
equipment is fully detailed 20 this with
reverence,
from the
even
field, is
when
the
exhausted by battle
Guard army list in White weary duty of a Chaplain. It
Dwarf 109. is his burden and satisfaction.
- Adeptus Astartes, The Book of Faith
25
MEDICS
MEDICS
The Marines tensed as they heard the faint but unmistakable sound of an
approaching Mole Mortar shell. Battle-brother Dracg was already moving before
the carth began to bulge upwards - hurling himself flat onto the rising shell
before his brothers even saw it. He was only fully aware of his action when
his world exploded in white flame that hurled him down into darkness.
It was the feel of cold air on his face and the acrid smell of burnt flesh that
revived him to a dim awareness. He struggled to ignore the pain of his shattered
JASTARTES body and made his remaining eye focus on the figure that knelt beside him.
“Your wounds ate 100 grave, brother. He heard the Medic
speak, as though
from a great distance. "Do you desire the Emperor's Peace?” The Medic raised
the carnifex, and Dracg was dimly aware of the click as the bolt was drawn
back into the firing position. With what remained of his life, Draeg tried to
speak. The Medic seemed to understand.
“The others? They arc whole, Brother. You saved them. Your
name is entered
in the Book of Honour!
Dracg nodded weakly, and closed his eye. His gene seed would return to the
Chapter.
MEDICS
Imperial Record 1A 88/102
Cross file to: Specialist Troops Medics, Chaplains,
and Field Police
Input ref: Hulm Singa. Master Apothacarion,
Ultra Marines
Input Dated: 0421988.M41
Further refs: Classified
FIELD TRANSFUSION BETWEEN WHITE SCAR
BRETHREN AT THE BATTLE OF GREY LUDOR.
27
MEDICS
‘Do not fail your Brothers. Though their bodies die, their spirit
must return to the Chapter. That is your charge.
- Medic Credo
28
MEDICS
The Medic ran the Medi-Pack's sensor over what remained of SURVIVABILITY
the Marine's leg.
Models removed as casualties during a battle are not necessarily
++ +EXTENSIVE FLESH LOSS + + + ARTERY dead (cf. WH40K, p239). Rather, they are no longer in any condition
SEVERED+ + + RETRIEVABLE to fight: they might be dead, injured, or merely ‘knocked out’. The
A fine probe slid smoothly from the pack, piercing the flesh just Injury Chart in the rules book allows gamers to resurrect casualties
above the wound. The pumping blood turned from red, through in campaigns by means of a die roll made once the game is over.
orange to yellow, forming a crust which covered the wound A model which is merely injured may then take part in the next
completely. The crust hardened rapidly as the probe withdrew. game, or the game after that, or whenever, according to the result.
However, the chart makes no allowance for the possibility of
+ + +
REPAIR COMPLETED+ + +
casualties being treated during the actual battle, and/or continuing
to participate despite the effects of horrendous injuries. In general,
injury, shock, and unconsciousness will effectively end a model's
Toincrease their mobility, Medics are often equipped with jump packs, role in the game. Only in special instances would a model be able
or mounted on bikes. Additionally, the ubiquitous Rhino AFV is to shrug off a debilitating wound.
commonly fitted out as a mobile field medical station where more
severe wounds may be treated. Such vehicles are, of course, clearly
marked with the Imperial Medical symbol. Medical attention is one such special circumstance. Another is the
super-human quality of Space Marines, whose bodies are modified
to withstand terrible injuries. To reflect these factors, and also to
Regulation Battledress for Marine Medics is all white, apart from
the helmet which retains appropriate Chapter colours, and the right represent the heroism of other unusually robust individuals, the
shoulder pad bears the medical symbol. Some Chapters, however, following new rules have been devised.
use variations on this theme; eg, Iron Hand Medics wear the normal
Chapter colours - apart from the right arm, shoulder and medic-
pack.
3
Pain and death are illusions of the weak mind. While his geneseed returns
to the Chapter, 2 Marine cannot die. Without death, pain loses its relevance.
29
MEDICS
Models normally removed as casualties should be knocked over or Down Time. This indicates the number of turns the wounded model
with a counter. This indicates that the model is ‘down’ (and must remain stationary after treatment has been given; ie, it does
may indeed be dead). Models remain ‘down’ until the end of not include the current turn. Unless suffering from a head wound,
side's following turn, at which point they are removed. This gives treated figures may fire weapons, and so on, with the indicated
the player a whole turn in which to attempt medical recovery. If penalties applying. If suffering from a head wound, the character
no attempt is made within the turn, the model is considered is
to be assumed to be incapable of any action until the end of its ‘down
beyond the immediate help of battle-field medics, but may still recover time’.
‘after the battle’ in a campaign game in the normal way. Marines are far more resilient to the effects of wounds as a result
If a medic reaches the casualty during the turn, the player should of their strangely enhanced metabolisms.
roll on the chart below.
Game Penalties. This indicates penalties which apply to that model
Note. Unless the result indicates that the model is dead or has a for the remainder of the game. Move rates are given as the fraction
critical head wound, the treatment immediately restores 1 wound. remaining.
36-40| Severe Wound - Left Arm 2/4 -3 Shooting to hit penalty with any weapon held in that or both hands.
-2 WS
41-45 | Severe Wound - Right Arm 2/4 -3 Shooting to hit penalty with any weapon held in that or both hands.
-2 WS
46-50| Severe Wound - Left Leg 2/4 1/2 Move rate
-2 Shooting to hit penalty if moving and firing.
-2 WS
51-55
| Severe Wound - Right Leg 2/4 1/2 Move rate
-2 Shooting to hit penalty if moving and firing.
-2 WS
56-60| Severe Wound - Body 2/4 1/2 Move allowance
-2 WS
61-65
| Severe Wound - Head 4/8 -2 WS
-2 Shooting to hit penalty
-2 from Ld, Int, Cl and WP
66-70| Critical Wound - Left Arm 4/8 May not use that arm.
-3WS
|
71-75 Critical Wound - Right Arm 4/8 May not use that arm.
-3WS
76-80| Critical Wound - Left Leg 4/8 1/4 Move rate
May not move and fire.
-3WS
81-85 | Critical Wound - Right Leg 4/8 turns 1/4 Move rate
May not move and fire.
-3WS
86-90 Critical Wound
91-95 Critical Wound
|
-
-
Body
Head
Not combatant
Not combatant || Model conscious but incapable of movement or weapons use.
Model unconscious, remove as casualty.
96-00| Dead Not combatant
| Remove casualty
30
MEDICS
21st INFANTRY
62nd REGIMENT
\,
eiire.
- -
oe
31
MEDICS
Cumulative Wounds
If a model which has already been wounded is wounded once more,
the penalties are cumulative. In the case of movement, any
combination of two penalties will reduce movement to zero. Any
model taking three severe, two critical, or two severe and one critical
wound, is dead, and cannot be recovered after the battle.
Battles
Many players like to determine which side has won by adding up
the points value of survivors once the game is over. Wounded but
combatant models count their full points. Models which have been
removed because they are suffering from a critical head wound do
not count, nor do models suffering from a critical body hit, even
though they may be left on the tabletop.
It had once been an arm. The melta-blast had fused metal, flesh and bone
into a twisted mass; weapon, armour and arm were indistinguishable. The
bolter's magazine had exploded under the intense heat, showering the Marine
with shrapnel. There might yet be hope, though.
The Medic worked swiftly, cavterising head and body wounds. He pulled
a tube from the elbow-joint of his power armour, and pushed the end into
the Marine's good arm. Fightitg off cramp and dizziness - for this was his
fourth transfusion - he unlimbered his chainsword.
“The pain will pass, Brother! he murmured, as he brought it down on the
maimed shoulder.
Campaigns
If you are fighting a series of linked games as part of a campaign,
then the permanent effects of a wound will be as described on the
Injury Chart of WH40K (p239). All critical wounds will take a model
out of a campaign.
As an optional rule, players may be allowed to spend points recovered
by progenoid removal on replacement bionic limbs and so on, for
characters suffering permanent injuries as a result of rolls on the
Injury Chart.
32
THE BADAB WAR
INTRODUCTION
In 901.M41, as a result of Lufgt Huron's apparent mental
destabilisation, the Master of the Tiger Claws and Lord of
Badab attacked and destroyed an Imperial investigation fleet
as it entered orbit around Badab. Huron's action can be
understood with the benefit of hindsight. The Adeptus
Mechanicus had long complained of the Tiger Claws’ tardiness
in submitting gene-seed for routine analysis, whilst the chapter
had amassed a huge debt in planetary tithes stretching back
over a hundred and fifty years. And when the Imperium moved
against its wayward chapter, a full scale rebellion was initiated,
the most serious of its kind since the end of the Fourth
Quadrant Rebellion in 780.M41.
The Tyrant of Badab, as Commander Huron is known in
Imperial histories, was a power-hungry and ambitious
individual who should never have risen to power within a
Marine Chapter. He was plainly a dangerous individual, able
in many respects but lacking the absolute dedication to
humanity vital in a Lord of the Imperium. It will never be
known for sure, but current hypotheses suggest that the
THE GREAT BOOK OF THE Commander was either an alien shapechanger, or otherwise
LEGIONES ASTARTES IS subject to alien domination of most unnatural kind. A sudden
a
THE ONLY COMPLETE and unexpected manifestation of psychic powers may lie at
the heart of the matter.
REFERENCE BOOK
SOURCE FOR THE By 903 three other chapters, the Mantis Warriors, Executioners
FIGHTING FORCES OF THE and Lamenters had joined the rebellion. Imperial shipping was
GALAXY. THIS IS AN attacked, and a ship belonging to the Fire Hawks Chapter was
EXCERPT FROM THE captured by the Mantis Warriors in 904. The Fire Hawks
BOOK'S UNIFORM immediately retaliated, and soon five whole chapters were
REFERENCE SECTION. involved in the fighting. The Emperor recalled the Marines
BROTHER PRIESTLEY HAS Errant from the Eastern Fringes, but they quickly found
themselves fully occupied protecting Imperial ships in transit.
ALSO RECOVERED
HISTORICAL NOTES FROM In 906 two more loyal Marine units, the Red Scorpions and
THE ARCHIVES WHICH the Minotaurs, had been brought in, and the threat to Imperial
DEAL WITH SOME OF THE shipping was more or less quashed. In 907 the Red Scorpions
ACTIONS UNDERTAKEN BY and Fire Hawks were recalled to their normal service duties
THE ILLUSTRATED UNITS. in the galactic east, and two more chapters, the Novamarines
and Howling Griffons were committed to space-lane duties.
Meanwhile, the Star Phantoms began the task of besieging
Badab whilst two other chapters were drafted in to investigate
the worlds occupied by the Mantis Warriors and Executioners.
The Lamenters were caught in an ambush by the Minotaurs
in 908 and eventually surrendered after bloody ship-to-ship
fighting. This came as a great blow to the Tyrant, and the rest
FROM THE of the war consisted almost entirely of close sieges. The
IMPERIAL HISTORY uprising came to an end in 912 with the fall of Badab and final
defeat of the Tiger Claws. Before the war was over, The
ARCHIVE - THE Exorcists, Fire Angels, Salamanders, Space Sharks and Sons
BADAB WAR of Medusa all became involved for short periods of time;
chapters replacing other chapters as pressures elsewhere
Imperial Record IA 88/101 necessitated their re-deployment.
Cross file to: Lessons of History HIS With the rebellion over, The Mantis Legion, Executioners and
Wars of the Forty-first Millennium WF Lamenters were granted the Emperor’s forgiveness, subject to
M41 678 undertaking a hundred year crusade. The homeworlds of the
Mantis Legion and Executioners were forfieted to the Space
Plancary ref: Badab A4 Sfantv System
Sharks and Star Phantoms for their part in the war. The other
Input ref: Dagma Lupin Historical Revision Unit legions received salvage rights to spacecraft and a proportion
23/988 1A of the booty. The Tiger Claws were all but destroyed. Only
Input dated: 0569913.M41 a contingent of about two hunded fought their way through
Further refs: Classified the Exorcists’ blockade and escaped into deep space. They
have not been heard of since. Of the fate of Imperial
Thought for the day
Commander Lufgt Huron, Master of the Tiger Claws and Tyrant
of Badab, nothing is known.
The dead watch over us and guide us.
Rick Priestley
33
THE BADAB WAR
AY"
L
LL
34
THE BADAB WAR
MARINES’ ERRANT
TIGER CLAWS
MARINES' ERRANT
(Second Outer Galactic Expeditionary Force)
Trooper
35
ROUGH RIDERS AND
WHITESHIELDS by Graeme Davis
The Imperial Guard draws on many different worlds and many different cultures for
its troops: some are feral worlds, knowing only the axe and spear; others fight their
wars with lasgun and bolter. This diversity brings a wide range of customs and rituals
into the Guard and various unusual types of warrior. Among these are the Rough Riders,
horse-mounted Guardsmen armed with powerful explosive lances, and Whiteshields,
young inexperienced warriors courageously trying to prove , their valour.
36
ROUGH RIDERS
® ROUGH RIDERS [have seen war in all its forms. J have seen feral world
savages braining each other with stones, and I have
There are many worlds in the Imperium where the horse monitored the death of a whole planet at the hands
isstill widely used. Not all of these are feral or mediaeval of a virus bomb. I have seen Space Marines drop to
worlds. Some, like Avar III, have a privileged class which certain death, and win. I have seen Titans crush
spends a great deal of time on horseback, whiling away whole platoons underfoot. But there is no more
their leisured hours with equestrian sports and hunting. stirring sight in war than the charge of massed cavalry.
Others, like New Klondike, have rough terrain and low
native fuel resources, which make the horse a more practical - Dravin Gratz,
form of transport than a motorised vehicle, 14th Tharinga Regiment, Imperial Guard
Even among the feral and mediaeval worlds, there is an
enormous range of cultural types which may give rise to
elite cavalry forces. There are the outriders of nomadic
herding cultures, as on Dolgan IV and Temujin's World;
® TRAINING
there are mounted raiders such as the Horse Lodges of During the long period of transit to their regiment's posting,
Cochise and the kozaki of Novgorod; and there are Rough Riders are trained in the use of Imperial Guard
formalised horse-warrior aristocracies such as the Holy weapons and tactics, just like their infantry counterparts.
Orders of Avalon and the badokai of Epsilon Tokugawa I11. They are also trained in the use of the Imperial Guard
Common to all these planets with diverse cultures and hunting lance with its shaped-explosive head, and in
advanced cavalry techniques. Imperial Guard transit ships
customs is their equestrian elite, a warrior class that has
accumulated generations of experience and tactical wisdom are large enough to provide extensive training areas even
in the use of cavalry on the battlefield. These horse-warriors for mounted units, as well as the stabling and
are always subject to close inspection by the Imperium, accommodation needed for the horses and their riders.
and they are frequently drafted by the Imperial Guard when Itis not only the riders who learn new skills - their mounts
a regiment is raised from their homeworld. On the more are given biochem treatment and extensive training to
advanced worlds, cavalry units are always incorporated into prepare them for modern battlefield conditions. Once they
the Planetary Defence Force and it is from this that the arrive at the combat zone, months or years after leaving
Guard recruits. On some of the more primitive worlds, the the familiar terrain of their homeworld, Rough Rider horses
Guard recruits directly from tribes and clans of horse- will not panic under fire, or shy away from unusual sights
warriors - legends and great epics are born at these times, and smells such as Orks and Dreadnoughts.
and tales of undying heroes joining the Star Riders to battle
Over the cratered terrain of a battlefield that has suffered
on the Fields of the Night are commonplace.
a heavy bombardment, horses have often proved superior
The bond between a rider and his mount is not easily to motorbikes or armoured vehicles. A platoon of skilled
broken, and the horse-warriors are not recruited merely Rough Riders can be an effective assault and skirmishing
for their courage or skill at arms. The Guard does not force, able to move rapidly over the broken ground, and
overlook their specialised skills, and riders are always equally able to climb steep slopes as to gallop along narrow
accompanied by their mounts when they are drafted into ravines. And when they finally confront the enemy, Rough
a regiment. After retraining with the weapons and tactics Riders can charge into the opposing lines with their
of the Imperium, these horse-warriors are formed into explosive lances, quickly changing to lasguns and laspistols
mounted platoons, universally known as Rough Riders. after the initial onslaught.
‘They bad never expected an easy job, but they had never “Caradan - get your Beastmen over to the west as far
expected this, The drop on Hellion V bad placed the as you can. If you find a flank, start chewing on it."
14th Domman Regiment right in the middle of two Ork
“Shy
armies, The Orks bad stopped their civil war almost
instantly, and unitéd against the common enemy. The "“Krodar - bead southwest, where they're advancing.
drop zone had turned into a killing ground. See if you can punch a bole through their line and get
behind them. Six and Ten Platoons, follow the Rough
Commander Skean issued bis orders with coal Riders. If they break through, bold and encircle the Orks
precision. and widen the gap.”
"One through Five Platoons, bold the centre: Custodian Krodar ran over to bis riders. Despite nearly three years
in charge of Robots,’” - the many-tubed mask of a training on the journey to Hellion, be felt a flutter of
Mechanicus tech-adept nodded once - ‘test their line excitement as be loosened his chainsword in its saddle-
on the east flank, break out ifyou can. Eight and Nine mount. The borses were quieter than be would have
Platoons, follow up and support. A Captain bearing thought possible, given the smoke and noise; byt they
the facial tattoos of the Milspans saluted and burried too bad been trained. Krodar gave the order to mount,
away with the tech-adept. and noticed with a smile that bis Orderly was flying
“Grothrogg.” The buge Ogryn shambled closer: the Totha war-pennant from bis lance, below the
platoon standard.
“The Emperor wants to go to that bill over there.”
He pointed to a lowyouridge to the south. "Kill any Orks “Southwest!'" he yelled above the noise, standing in
that get in your way, and stay there. Got that?" his stirrups, “Punch through and encircle! Hammer
and anvil! Buadir Totha!"' His men echoed the warcry
“‘Yerr"' and spurred thefr horses forward into the smoke.
37
ROUGH RIDERS
The Scouring of Ralgor VIL In this famous action, Guardsmen of ‘F' of no less than five actions for which the Company was highly
Company of the 9th Necromundian Regiment (24th Imperial Army commended. The central figure is an image of Ollanius Pius, the
Corps) - supported by Titans of the Fire Wasps Order - turned back Guardsman who is supposed to have given his life by interposing his
a counter attack from Rebel forces on the captured city of Flijghof. body between Horus and the Emperor during the assault on the
Imperial Palace. He is now regarded as something of a saint by the
The Officer on the far left wears a Commander's gold breastplate Guard, and on occasions is even prayed to as an intercessionary figure.
emblazoned with an Imperial Eagle device. He is accompanied by a
Commissar, whose extreme devotion and long service is indicated by The other large banner is that of the 2nd Platoon - identified by its
the skulls on his collar. two-colour field.
The large banner on the right is ‘F' Company's honour banner, carried The smaller banners denote the Guardmen's various tribal origins on
-as is traditional - by members of the 1st Platoon. It bears the scrolls the Necromunda Hiveworld. In this instance, the reference is to the
ROUGH RIDERS
Death Blades gang from which these troops were recruited. Many of The bulk of the troops beyond these squads is comprised of the 2nd
the Guards have customised their battlegear with Death Blade symbols Platoon - indicated by the presence of their platoon banner.
- note the backs of the
troopers in the right foreground, the patches
on the forearms of those immediately behind them, and the kill banner Note how the tiger-stripe battledress of some of these troops differs
on the weapon of another. from the standard issue Codex grey. It would not be unusual, in fact,
for battledress colours to vary between squads in the same platoon,
The Command Section of the 1st Platoon (identified by their yellow This is due to 2 number of factors, not least being the fact that
helmet stripes and flag symbols) is leading the platoon on the left individual guardsmen must take responsibility for replacing their own
flank, while the centre is held by the same platoon’s Support uniforms and equipment once their initial issue has become worn or
Squads (identified by a blue helmet stripe and a support squad damaged. Similarly, individual’ Commanders are responsible for the
helmet symbol). overall standards and details of battle drill.
ROUGH RIDERS
cannon, one bolter: And they were beading 5th Pannonia Regiment
straight for Three Platoon.
When the youngsters come of age - the precise age varies
Sixlas-cannon fired almost together. Two according to the regiment's homeworld culture - they begin
Dreadnoughtsfell amid crimson sheets offlame, their training as Guardsmen. During their training period
but the other two kept coming. A deadly curtain they are officially designated as probitors; in practice, they
of bolter fire wiped out halfof A and B Squads. are given names from the regiment's homeworld culture,
Yarren darted out from bebind a beap of rubble, such as Cadets, Probationers or Gun Babies. But by far the
zigzagging through the smoke and fire to the most common name for probitors, especially in regiments
from feral or mediaeval homeworlds, is Whiteshields. On
wreckage of the Command Section. Captain
Murdin was dead, and Commissar Traidir was these worlds, the young warriors carry shields with no
markings - not until they have proved themselves in battle
seriously wounded. Yarren prised the platoon’s
standard from the dead fingers of the Orderly, can they claim the right to display the tribe's colours or
the heraldry of their fathers. This practice has been
and knelt over the Commissar. continued in the Guard, and all probitors have blank
“Permission to advance, insignia: they show neither regimental, company nor
Commissar?’ be asked.
His eyes were bright - bere was his chance to prove platoon symbols until they earn the right on the battlefield.
himself. In most regiments, recruitment to the Whiteshields
The Commissar raised bis bead a little, and represents the first phase of the youngsters’ passage into
smiled weakly. adulthood, and is accompanied by appropriate rituals from
the regiment's home culture. Whiteshields continue to
"The Emperor guard you." he whispered perform menial and support duties, but combat training
hoarsely. Then be died. takes up an increasing proportion of their time, until they
are judged to be ready for action. Finally, they get a chance
to prove their mettle in combat and to demonstrate that
they are worthy of becoming true warriors in the Guard.
ama
’
\ y !
:
5
Y
\
25
Whiteshie
y wd a
/
Sergeant orders bis troops to attack - unlike the young troopers, the Sergeant wears regimental insignia
a
The advance of the Mjolnir
Brotherhood on Stronheim,
Betalis IV campaign. The
Brotherhood was raised from
Mjolna Stronghold on the
HomeWorld of Valskalf, and
served with distinction
alongside the 14th Borodian
Regiment of the Imperial
Guard in the pacification of
Betalis IV.
In this picture, F
Company
(denoted by the Squat F-rune
on the right side of their
helmets) advances under
heavy fire towards the west
gate of the city, while the
Warlord and Hearthguard
look on from the captured
communications complex
where the Squat command
point remained for most of
the action.
In the centre of the picutre
can be seen the banner of the
Brotherhood. Note how the
lightning-strokes from the \
Brotherhood banner are
repeated in the unit badges of
2 28
the squad in the foreground;
it is a common practice
among Brotherhood troops
for each squad to take an
clement of the Brotherhood
banner as their unit symbol.
Helmets are issued as
standard to Brotherhood
troops, but some prefer to
wear soft caps, or no
headgear at all. As with most
Squat Brotherhoods, there
are no strictly-enforced
uniform rules and personal
decoration of equipment is
common. Personal motifs can
be seen on most of the
helmets in the picture, and
the squad leader in the centre
foreground has had his head
tattooed - a common practice
among veteran Squats.
The red flak jackets and dark
green coveralls with yellow
piping are the standard
uniform of the Mjollnir
Brotherhood - note the cuff
detail on those figures who
are not wearing gauntlets -
but again, personal details
such as gauntlets and knee
and clbow pads vary from
Squat to Squat.
42
43
WHITESHIELDS
® RITES OF PASSAGE Only those who distinguish themselves in battle are allowed
to become Guardsmen proper. Some regiments merely
It is often observed that Whiteshields work faster, train demand that Whiteshield take part in a battle without
2
harder and fight more fiercely than most experienced giving way to fear. Many only accept those who have drawn
Guardsmen. For a Whiteshield, passing from probitor to blood or killed an enemy, sometimes requiring the young
true Guardsman is far more than a simple promotion: it warrior to collect a trophy to prove his claims: an
is their entry into adulthood - this gives them the status opponent's back banner or weapon perhaps, or more a
and respect due a Guardsman and, most important, the gruesome and bloody memento taken from the body of
right to bear the regimental insignia and the ritual markings a fallen enemy.
of a warrior. At the end of his training, after he has shown his skill, a
When a Whiteshield takes to the battlefield, he is driven Whiteshield is ceremonially awarded his colours: his blank,
by a desire to prove his courage and skills that borders on white badge is replaced with the regimental number and
the fanatical. Whiteshields are fearless in the face of the colours of his platoon; he takes the sholder motif of
enemies that older, and wiser, Guardsmen treat with his company, and the helmet markings of the squad to
caution. For a Whiteshield, failure to win his colours is a which he is assigned. More important than this, however,
terrible blow - showing cowardice is unforgivable, and an are the unofficial rituals in which the new Guardsmen is
honourable death is certainly to be preferred to the welcomed by his fellows into the regiment. These rituals
dishonour and ridicule heaped upon the weak-hearted. are taken from the regiment's homeworld culture and vary
Whiteshields serve alongside the other squads in their widely throughout the Guard; tattoos and ritual scars are
common and receiving these marks without a cry of pain
t, distinguishedonly by their bravery and the white
is as much a test of the youngster’s courage as his bravery
badges and helmet stripes on their uniforms. Each on the battlefield.
Whiteshield squad has an experienced sergeant to guide
it through training and in its first battles. The squads are At last the Whiteshield emerges from his training as a full
usually put into 2 normal platoon to learn from the example member of the Guard, wearing his scars and tattoos with
of the troopers around them - occasionally a company will as much pride as the uniform of his regiment, ready to
form up a platoon solely of Whiteshield squads, trusting return to the battlefield with his new experience and,
that their courage will compensate for lack of experience. perhaps, a little more caution.
WHITESHIELDS
® ON THE BATTLEFIELD
Whiteshields may be fielded with any Imperial Guard force; v
the appropriate army list addition is given below. All the
W
»
A
;
P
2
normal rules for Imperial Guard organisation apply to it Hv Xe ¢
Ry
|
-~~
3 p
ek
5 2K & A.
3
2
Leta of
a
he .
colours nor regimental number. They have white helmet ‘Well, said Morth, stepping back, ‘You re no longer
stripes to indicate the status of their squad, but no other
helmet markings. a child, Yarren. You bave your uniform, you bave
Although trained Guardsmen, sergeants wear the white
your tasgun, and when those cuts heal you'll have
your first scars.” He sheathed bis knife and stood
badge and helmet stripe of their squad. They may, however, at attention. ‘Report for training, Guardsman.’
also wear the Imperial Eagle and various homeworld tribal
or gang markings - unlike the novices they accompany, Guardsman. The word echoed round Yarren's bead
sergeants have earned the right to these prestigious insignia. as be marched down tbe corridor, flanked by the
two sergeants. From now on, there would be no
There are severe disciplinary measures for any Whiteshield more kitchen duties. He bad proved himself in the
who decorates his uniform with extra badges or slogans Jteld - be was now a Warrior.
- such presumption is despised by those who have earned
in battle the right to call themselves Warriors.
45
IMPERIAL GUARD - OGRYNS
age.
of
years
12
under
children
for
recommended
460101
not
are
Miniatures
Citadel
swallowed.
or
chewed
if
harmful
be
may
which
lead
contains
product
This
WARNING!
030212 080213
Copyright ©
1989 Games Workshop Ltd. All rights reserved.
IMPERIAL GUARD - OGRYNS
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MEDIC LIEUTENANT HUMAN BOMB GRENADE LAUNCHER
8/884
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GUARDSMAN
401009 401010
ORDERLY
401008
Copyright © 1989 Games Workshop Ltd. All rights reserved.
47
IMPERIAL GUARD - OGRYNS
OGRYNS
Continuing our feature on the Imperial Guard, we take a look at Ogryns in Warhammer 40,000.
The largest of the Imperium’s Abhumans, the Ogryns’ brute violence, selfless courage and
devotion to the Imperial cult give them a fearsome reputation as assault troops.
Dense black smoke drifted slowly from the wreck of for weak spots. Result: we lose half Company and they
a
the Rhino APC, casting a deeper gloom over the sunset. lose three Dreadnoughts and a handful of troops. We've
Commander Fleyitch lowered his bio-scanner and been rational about it. Let's do something irrational and
slumped wearily against the foot of the ruined wall. confusing, see how they cope. Something they've never
seen before, something they can't anticipate.” He noticed
“They're still down there,” he said wearily, “Just Commissar Vertren fingering his laspistol, and shot him
waiting. They're dug in all round the spaceport a look. ‘Don’t worry, I haven't gone combat-happy. Not
perimeter, so we can assume this isn’t the usual Eldar
yet."
smash-and-grab attack.’ He took the flask of kvatsch
from Captain Rotch, and offered it to Vertren, who, as ‘Look,’ he started to scratch a crude map on the wall
usual, was just close enough to get on his nerves. The with his knife, ‘If we get them all looking this way by
Commissar shook his head, with a faint expression of doing something they won't believe, then there's a
distaste. Fleyitch shrugged and drank. The spirit warmed chance that we can smash a fast column through their
him against the growing chill of evening. lines bere and do enough damage to the holding force
“Reinforcements, sir?’’ Rotch was clearly thinking along and/or the spaceport itself to prevent the landing." Rotch
the same lines as his commander. started to look even more worried.
‘Must be. This is the only facility on the continent “But, sir,’ he protested, “What have we got that can
capable of taking heavy traffic. We lost contact with the get even halfway to that point without being shot to the
orbiter just after it reported a large number of Warp and back?"’ Fleyitch grinned.
unidentified ships coming out of warpspace at the edge “‘Ogryns.”” he said. “If we time it just right, the Eldar
of the system. This is a beachhead, Captain, and we've will all be going ‘What the...’ just when what's left of
got to break it before they start landing.’ He paused for the Company breaks cover over here and piles into them.
a moment.
No spreading out, no fancy stuff, just smash through.
try a different approach.” he said at last. ‘So far,
‘‘Let’s Let's see how those degenerate sophisticates handle a
we've been fencing with them - testing flanks, looking healthy dose of pure unreasoning violence.”
49
IMPERIAL GUARD - OGRYNS
is
praise to an Ogryn is to tell him that the Emperor pleased
with him. Coupled with their natural love of fighting and
contempt for pain and danger, this faith in the Emperor
Ogryns
acts of bravery.
During the wars of the Horus Heresy, Ogryns served to great While the Commissars normally confine their attention to
effect in the Imperial Guard forces of both sides. From the the Human officers of an Imperial Guard force, there have
records that are still available, it seems that those who been occasions, in forces with a particularly strong Ogryn
a Commissar
fought for Horus had been told that they were fighting
for presence, when an Ogryn platoon has had
the Emperor, and that the Loyalists were in fact traitors. of own.
its The presence of
a
Commissar will inspire Ogryns
to outstanding acts of reckless courage and self-sacrifice
Ogryns are particularly impressed by the Commissars of - after all, as they reason, if they have
a Commissar with
the Imperial Guard, whom they regard as being in constant them, then the Emperor must be watching them even harder
touch with the Emperor himself. An Ogryn will always than usual.
show a Commissar the utmost respect, enquiring endlessly
about what the Emperor thought of various things the Some Imperial Guard Commissars have made a speciality
Ogryn has done and even offering the Commissar his own of dealing with Ogryns, and have come to understand their
ration in an attempt to gain favour. psychology and motivations as much as any normal Human
J a
|
” .
ever can. These so-called ‘Ogryn Commissars’ are
sometimes regarded with disdain and suspicion by their
fellows, who are suspicious of the Ogryn outlooks and
mannerisms that they have acquired from their close
contact with these huge Abhumans
«
Ogryn Sergeant with Support Squad
50
IMPERIAL GUARD - OGRYNS
® OGRYNS IN Organisation
Ogryns do not follow the usual Imperial Guard practice
IMPERIAL SERVICE of raising a whole Regiment from a single homeworld.
Instead, they are attached to Guard Regiments of normal
Like other Abhuman breeds, Ogryns have been taken into Humans, according to Administratum instructions. Imperial
the service of the Imperium, finding niches where their Guard Ogryn troops are invariably organised into squads
natural talents and tendencies may be put to the best use. of five, and all the Ogryn squads in an Imperial Guard
In the case of Ogryns, this is almost exclusively in the Company are put in the field together, in the same way as
Imperial Guard. a platoon of normal Human troops.
Each Ogryn squad has a Sergeant-Ogryn leader, who has
The Imperial Guard been subjected to Adeptus Mechanicus brain-enhancement
Every inhabited world in the Imperium has to provide biochem, or BONE treatment (Biochemical n Neural
troops for the Imperial Guard, and the Ogryn homeworlds Enhancement). Ogryn leaders are known as BONEheads,
are no exception. Indeed, the lure of regular rations and a title which they bear with considerable pride. BONEheads
adventure on worlds whose climates are seldom harsher are able to be educated to a limited degree in small-unit
than home is enough to keep millions of Ogryns flocking tactics and the operation of equipment such as
to join the Guard. communicators and weapons like the ripper gun.
Ogryns generally prove to have an ideal temperament for
service in the Imperial Guard. They keep to themselves
for the most part, although they have a great respect for r=
officers - and particularly Commissars - whom they see as
close to the beloved Emperor. Ogryns have little in common
with the other strains of Abhuman, but will co-operate with
all other parts of the Imperial Guard. They can respect
Beastmen for their ferocity and Squats for their hardiness, (IRRRaEN livvenwees
feelings about Ratlings; sniping is the lowest and most OGRYN RIPPER GUN
worthless form of warfare to the Ogryn mind, but on the
other hand it can pay to keep on good terms with the supply
and quartermaster staff, where many Ratlings serve. Within the Guard, Ogryns are restricted to their own
squads, and do not normally rise above the rank of Sergeant.
Even with BONE treatment, their minds are not suited to
command of a force larger than a squad. Ogryns are
sometimes modified into Servitors by the Adeptus
Mechanicus, for tasks where their size is an advantage.
Equipment
Ogryns in the Imperial Guard are normally armed with the
same primitive weapons that they use on their homeworlds.
Large crushing and cleaving weapons such as maces, axes
and even tree-trunk clubs are common.
They are trained in the use of grenades, but the normal
grenade types are too small for their large, clumsy hands.
Instead, they are issued with a specially-designed Ogryn
frag grenade, which takes the form of a metal cylinder six
to eight inches long and two to three inches in diameter,
with a ring-pull arming mechanism at one end.
BONEheads may be issued with the Fragmentation Autogun
(Ogryn), universally known as the Ripper Gun. This is a
drum-fed, large-bore automatic shotgun firing heavy shot.
Its limited range is no great disadvantage given the Ogryn
preference for close assaults, and at short ranges its effects
are devastating.
Armour varies widely. In general, the supply of advanced
armour types in Ogryn sizes is limited, and most Imperial
Guard Ogryns wear primitive armour brought with them
from their homeworld. This is 2 mixture of chain, plate,
and the hides of exceptionally resilient homeworld
creatures, such as the Armidillian Plate Lizard. Limited
supplies of Ogryn-sized flak and mesh armour are available
to some Imperial Guard Regiments, and this is generally
issued only to BONEheads.
On the whole, Ogryns show a preference for armour which
leaves the arms free to deliver ‘a good, solid belt’.
51
IMPERIAL GUARD - OGRYNS
Vehicles
For the most part, Ogryn platoons do not use vehicles,
owing to their large size and incomplete grasp of
technology. However, BONEhecads do have the degree of
intelligence required to drive a Rhino APC, and some units
of the Imperial Guard have specially converted ‘open-top’
Rhinos for transporting Ogryn squads.
Te
TT
EEE
52
THE PACIFICATION OF FLOTIS Ill
By GRAEME DAVIS and PETE KNIFTON¥
This article describes the role of Company of the
D
dard equip
under C
d
company’s fighting force. Evin Eldro. All units have basic and (eg all Guardsmen
havea knife, flak armour, photo visor and frag grenades). Main weapons have
been listed individually, plus armour type where it is not flak armour.
Raised on the Hive World of Mordion in 984 M41, the 7th was assigned
to the newly-rediscovered planet Flotis 111. When Imperial starships COMMANDER
first reached the planet, it was found to have a substantially Human Commander (Major Hero) on jetbike - mesh armour, laspistol
population - the Administratum took this to indicate that it was Commissar (Major Hero) on jetbike - conversion field, laspistol
colonised from Terra at some time before the Age of Strife. However,
FIRST PLATOON
no surviving records or STC equipment have been discovered as yet, 4 Tactical Squads
and the bulk of the population has regressed to feral/medieval level. Command Section
Captain (Hero) - laspistol Each Squad comprises:
In addition to the Human population, Flotis 111is home to a large Ork Medic - laspistol, medikit 1
Sergeant - laspistol, chainsword
settlement on its third continent. Centred on an immense, but crude, Serg - laspistol, chainsword 7 Guardsmen - lasgun
crashed starship, this growing empire has overwhelmed and enslaved Orderly with Platoon Banner 1
Guardsman - las-cannon
much of the third continent's Human population.
-
laspistol 1
Guardsman - grenade launcher
2 Guardsmen las-cannon
-
Most of Flotis ITI was pacified and settled within a year of the landing. Commissar (Hero) - conversion ficld, laspistol
On the first continent the Imperial Guard personnel were able to Sanctioned Psyker - force sword
eliminate the existing warrior aristocracy of 2 number of small states,
SECOND (ASSAULT) PLATOON
and install themselves in its place. The second continent was largely
deserted scrubland, home to only a few struggling nomad tribes. The Everyone in the Assault Platoon is equipped with jump packs
third continent, however, has proved to be more of a problem, and Command Section 3 Assault Squads
has seen some of the fiercest fighting of the Pacification. This is for
Sr
Captain (Hero) - laspistol Each Spas
Medic - laspistol, medikit 18 word
a variety of reasons: firstly, the Orks themselves are a dangerous and
well-equipped foe; secondly, the terrain is rugged and highly variable; Sergeant - laspistol, chainsword 7 Gustdosticn 2 =
urine
and thirdly, those Humans who have remained free of Orkish Orderly with Platoon Banner 2 Guardsmen- plasma gun
-
laspistol
domination are fiercely independent and highly proficient in the
techniques of guerilla warfare.
2
C Guardsmen
issar
- las-cannon
(Hero)- jon field, laspistol
53
Behind the Ogryns is the Fourth Platoon, consisting of the C 's second
D
Company, 7th
Mordion
Regi
during a lull in the Pacification
of Flotis III:
Abhuman contingent: B Attack Squads. D Comp y's record in close
This picture illustrates the size and variety of an Imperial Guard Company. Just enhanced
Packmasters
Its
personally in recognition of this valour. Thargadd and his surviving followers and Rovitz (right). Four of their Servitors can be seen on and beside the Rhino
i
the
conclusion
were posted to the 43rd Ivinia Regis at the of ¢ at the right of the picture
yl Lan
&
r
ERR
EE eT&~ PESTER a SS ge € 4
Uniforms: The Pacification of Flotis I1l was the 7th Mordion's first action after One of the most popular motifs is to line the official black flak jacket with crimson
their raising, so here the regi are still equipped with their official Guard (taken from the red linings the gang wore inside their leathers on the Hive World);
issue uniforms, However, some t. have already begun to add extra unofficial this is said to show that in the darkness, blood will flow - it also taken to mean
insignia, mainly drawing on the symbols of their old Hive World gang, the Night that even in the most difficult of situations one should take heart and act with
Rippers. valour.
The raised fist holding a serrated dagger or sword was originally a symbol of D Company's official Guard banners have been adapted slightly and the usual
defiance - it has now become a symbol of victory, worn as proudly as ever. It image of Ollanius Pius (the Guardsman who sacrificed his life to save the Emperor
is usually shown as black, with a red
lining down the teeth of the from the rebel Horus) replaced by that of Mabagon Jhume. Mabagon Jhume was
colours of night and blood - and painted or stitched onto the back of
flak jacket.
a
all
Gi 's the leader of the rebellion on Mordion and the first of the rebels to be executed
by Commander Varren as a scapegoat for the gang's actions. Each platoon also
flies an unofficial banner with the Night Rippers’ fist and blade symbol, echoed
In some cases, the symbol is simplified into a black circle with a black line pointing by the larger and more detailed renderings of the same symbol on the company's
up and to the left; underneath the first line, 2 wavy red line is added to indicate Rhinos and Scntinels.
the bloody serrated edge of the weapon. The Assault Platoon have taken this
image a stage further, and wear facial tattoos of red and black lines painted on The Rough Riders Platoon fly the Night Rippers’ symbol on the pennants attached
their cheeks or forehead. to their hunting lances - in their case the fist and blade are black only, set on
a red background. These colours are carried through to the red horse blankets
This colour scheme is also picked out by other aspects of the regiment's dress beneath their saddles, each of which shows a fist and a blade on the right haunch
-
for example, black and red striped bandanas, black or red cuffs, red company and a ‘D’ for the company on the left.
and rank markings, red honour badges on their black helmets, and so on.
Artwork: Pete Knifton
$end
a Ad
/
<5
mechaniacs as they are called - are employed by the richer
Though the subject was originally covered in the Warhammer and more influential Warlords to make weapons for their
40,000 rulebook (p119), further development in the field of forces. In Ork society, Dreadnoughts are a costly, high-prestige
powered armour and recently acquired intelligence reports weapon. Only the more powerful can afford to buy them. inOnly
on its use by various races have necessitated a thorough re- the most powerful of all can afford to armour retainers the
assessment of the most powerful type of personal armour - same fashion.
the Dreadnought suit.
The technically advanced Eldar house giant automated
factories in their craft-worlds. These factories not only build
all the mundane items and military artefacts used by Eldar,
THE ULTIMATE but they design them too! The Eldar craftsmen who operate
PERSONAL ARMOUR
ultimate form of
these machines have only to select the aesthetic form of their
creations; this being the most important element of design
is
The Dreadnought the personal armour.
Inside his giant armoured suit, the wearer - or more correctly as far as Eldar are concerned. Eldar Dreadnoughts are tall and
pilot - controls the Dreadnought's movement, armament and clegant machines whose waspish lines conceal enormous
defences. To an extent, a pilot's awareness becomes merged killing-potential.
with his suit controls, sometimes to the point where man and
machine are inseparable. As a result of this perculiar bio-
mechanical relationship, experienced Dreadnought pilots
cooped inside their suits for long periods run a high risk of
insanity. Perhaps it's fortunate that so few live long enough
to go mad! Of those that do survive, some go rogue, joining
the notorious ‘Dreadnought Bands’ that roam the galaxy,
hiring out as mercenaries or living upon the spoils of wanton
pillage.
57
DREADNOUGHTS
the same way as with vehicles and are explained in depth Spinal-link 8 - 8
following the charts.
Driver 2 2
#2 8
Bs l4lsl6l7[8]9]w0]
11203
=
s [1l2l3l4lsel718lo lm
BPs 12%] 41618 [10[12]14]16]18]20°
Spinal link. The pilot is surgically incorporated into the
Dreadnought’s armoured capsule, he controls the
T
lil2[3[4]s[elz]8]oli0 RH Dreadnought via links between his own nervous system and
BPs [2%] 4
| 618
6" 18]20° 10012]14
[BPs
weaponry. This mental program automatically allows all shots
to count as if the Dreadnought had a targeter. mental program A
mp
BPs
lol1[2]3]4]s]el718lolt0
loxl2 14161810[12[1416]18020°]
Power-Plant
The movement rate of a Dreadnought depends on the size of
4
its power-plant compared to its total BPs. The powerplant must
lolil2l3l4lslel718loli0]l
7 ry
E be fitted and costs a set number of BPs as shown on the chart
[BPs b#l214 1618 [10[12114[16[18120° below. Cross reference the BPs spent on the powerplant to
the total BPs to get the machine's movement allowance.
**
-.
= minimum
= Ork maximum
*
= maximum Power Plant BPs
sig
id it
a
0-50 6161616(6[/717]7]7]17]|8!8|8/8/8/9
5160 [5|6l6l6l6]6/71717]7]7]|8]8[8|8]8
61-70 |5|s5|6]|6l6|6l6l7]|7]7]7]|7/8|8[8]8
71-80 [s5|s5|s5|6]l6l6l6l6]7]7]7]7]7|8]|8]|8
81-90 |s5|s|s|s|6l6l6l6l6l7]|7]7]7]|7(8]8
91-100 [5)5(5]|5]5|6l6[6l6l6l7]|7|7]7]7]8
100-110 |4|5|5[5]|s|s5|6l6l6l6l6l7]|7]7]|7]7
110-120
|415(5(5]5[5]6]6|6]|6[6]|7]7]|7]7
14
|41414[5|5]5(s5]|s5l6l6l6l6l6]717]7
121-130
131-140 |4[414|4/5(/5[5]|5[5/6]6]6/6]6]|7]7
141-150 14/44 [4/4[5][5]|5[5]|5]6|6/6[6]|6]7
150-160 |4 [4 |4]4[4]14]5]|5]5[5]|5/6/6]16/6]6
DREADNOUGHTS
Arming Up
Dreadnoughts may have weapons fitted into their armoured
casing, or bolted-on before battle. It is therefore easy to vary Ride the Lightning
weaponry slightly, depending on the nature of the battle being
fought. The number of weapons a Dreadnought can employ - Pocna Metallica Battlecry
depends on the number of BPs allocated to weapons hard
points (HP). The system follows the same lines as used for
vehicles: 1 hard point is required for a basic or close combat
weapon, and 2 hard points for a heavy weapon. Very heavy
Additional Equipment
weapons are not normally built into Dreadnoughts, but would The following items may be fitted to a Dreadnought, using
theoretically occupy 6 hard points, or 10 for a defence laser. up existing stowage space (E). These items are rather like
weapons in that they occupy a specific number of stowage
Weapons can include any weapon type available to the race spaces and also add to the overall points value of the
building the Dreadnought. However, the Citadel models come Dreadnought.
supplied with random weapons, and these have been used
to provide the examples given later. This doesn’t mean you
can't convert a Dreadnought to take other weapons. If you
wish to do so it is a simple matter to work out details. Items Fills Equipment Points Value
Stowage Space (E)
Weapons hard points (HP) are built-in using BPs as described
per limb 5 each
1
above. However, players would be advised to follow the Targeter
configuration of their model to provide enough HP to mount
its weapons. A typical Dreadnought carries its weapons in its Sensor package
arms: a typical arm has either 0, or 2 HP. An arm with 2
1
Bio-scanner
HP can therefore mount either two basic or a single heavy Energy-scanner|
1
for all three 13 for all 3
weapon. Rad-counter
The Ork Dreadnought model is supplied with a universal Power Field 2 10 each
(1” radius)
weapon mount which allows players to attach any of the heavy
weapons available from Citadel. This enables you to use either Power Field 1
10
a heavy bolt gun, heavy plasma gun or grenade laucher - each
occupying 2 weapon hard points. Synchroniser
Jump Pack 2 10
We pray for our brethren who pilot the Dreadnoughts. Targeters are only fitted to ‘driven’ Dreadnoughts. Each
Though they take on new form, targeter is used to fire all of the weapons on one limb.
Their souls, and their weapon mounts, remain pure.
Sensor packs are made up of bio-scanners, energy-scanners
+
Marneus Calgar and rad-counters. A bio-scanner allows the Dreadnought to
‘see’ any living matter within 4” of nominated point within
a
if it is immobilised. manipulative limb (or power claw - see below) on each side
in order to use this attack. The Dreadnought rolls to hit as
This chart shows the saving throw modifier applied to a hand- normal. If successful, the enemy is hugged and squeezed by
to-hand combat victim following damage. the Dreadnought. This causes D6 points of damage and may
cause special damage effects as normal. The hugged opponent
must try to escape the attacker during the beginning of each
following combat round. The player rolls a D6, and
Strength of Opponent'’s successfully escapes on the roll of a 5 or 6. Both Dreadnoughts
Dreadnought Saving Throw Modifier then fight that round as normal. An unsuccessful victim
remains hugged and cannot fight back, taking another D6
4 1 points of damage automatically.
5 2
6 -3
7 -4 The Powerclaw
8 -5 Ork Dreadnoughts are armed with a special Power Claw which
9 -6 makes them very deadly in hand-to-hand combat. The Power
10 7 Claw has a strength 4 higher than the Dreadnought itself, up
to a maximum of 10. Each Power Claw has attack per round:
1
A make a
Dreadnought may special attack in lieu of its normal weapon hard point (HP). Points value is 15 per Power Claw.
hand-to-hand attacks. These special attacks reflect the
Dreadnought’s ability to act like Human, kicking, grappling
2a
DREADNOUGHT
SHOOTING
Dreadnoughts may fire with any or all their weapons
DREADNOUGHT
during the shooting phase. Two basic weapons
mounted on a single arm (eg Imperial Battle Armour HIT LOCATION TABLE
Score (D6) Affected
Contemptor class which has 2 bolters on one arm) are system
fired in unison at the same target. Roll separate ‘to hit’ 1
Pilot
dice for each weapon. A targeter modifies both dice N]
rolls. Weapons on different mounts may fire at separate Equipment
FUNIIR
Systems
targets. Locomotion
[«)3%
Sensors
Dreadnoughts may move and fire heavy weapons Armament
without penalty. All Dreadnought weapons have a 180°
arc of fire to the front. A Dreadnought may not fire to
its own rear. PILOT-SPECIAL DAMAGE
1 INTERFACE
Dreadnoughts are tall machines and can draw a line-
The pilot's protective capsule is jolted free of its suit interface, distrupting the
of-sight over most low cover. This is left to the GM to normal controls. At the start of each subsequent turn the player rolls 2 D6. On
determine at the time. Typically, a Dreadnought can see a score of 1-3 the Dreadnought loses control as described for 6 below. On a score
over a wall, fence, hedge or shrubs although troops ‘in of 4-6 the Dreadnought is controlled as normal
cover’ may still claim the -1 ‘to hit' modifier.
2 CRUSH
The pilot is crushed within his protective capsule. Roll a D6. 1 - the pilot is killed
immediately and the Dreadnought comes to a halt; 2-3 - the pilot loses
consciousness for 2 turns; 4-6 - the pilot loses consciousness for | turn. The
KLANNNGGGGHUI Dreadnought comes to an immediate halt when the pilot loses consciousness.
Movement may continue when the pilot regains consciousness.
THAT WAS THE SECOND TIME WAZGOE MAD HEARD THE
DEAFENING STRIKE ON HIE CAN. HE GRUMBLED AND 3 SLAIN
CURBED UNINTELLIGIBLY, AS HE ALWAYS DID. HIS 'TELE'
WAS ON THE BLINK AGAIN - GARROT THE KNOW-WOTS - AND The Dreadnought's protective capsule is smashed open and the pilot is slain. The
HE HAD NO IDEA WHAT WAS CAUSING THE NOISES. Dreadnought comes to an immediate halt.
HE'D BEEN SAT HERE FOR AN HOUR, WAITING FOR
BRIMBLUM TO GET BACK WITH HELP, AND HAD MADE 4 CONTROL GEAR
HIMBELF COMFORTABLE BY BREAKING WIND IN A BLOW, The pilot struggles to overcome damage done to his control gear. The
SATISFYING RYTHMN. IT WOULD HAVE BEEN EVEN BETTER Dreadnought may either move, fire weapons, or fight in hand-to-hand combat
If HE'D BTILL GOT HIS NOSE - BUT HE LIKED THE BLUES during each subsequent turn, but may not do two or three of these in the
ANYWAY,
same turn.
KLANNNGGGG!IN
"BGGRRRRR -'' HE LOOKED UP, GRABBED THE HATCH 5 CRITICAL INJURY
WHEEL AND GAVE IT A STRONG TWIST WITH BOTH ARMS. THE The pilot is critically injured but not yet dead. The player should roll a D6 at the
RUSTY LID CREAKED AS IT OPENED. CHILLED ATMOSPHERE beginning of cach subsequent turn. The pilot dies and the Dreadnought comes
AND DRIZZLE RUSHED IN. WAZGODB GRIMACED AS HE STUCK
to an immediate halt on the roll of a 6
HIS HEAD DUT -
KABOOOMI! (THUNK...) THE MARINE SERGEANT JUMPED 6 BRAIN DAMAGE
DOWN FROM THE SMOKING HULK. ""AND THAT, BROTHERS,
18 HOW YOU TAKE OUT STATIONARY ORK DREADNOUGHTS.'" For driven Dreadnoughts see 5. With mind-impulse and spinal link Dreadnoughts
the pilot suffers traumatic injury to his brain or spine causing loss of conscious
control: the pilot's sub-conscious takes over. The Dreadnought should be moved
in a random direction up to its maximum move distance, firing upon the nearest
target be it friendly or enemy. If a potential hand-to-hand opponent lies within
its path, the Dreadnought will charge and attack it.
EQUIPMENT-SPECIAL DAMAGE
1 TARGETER
1
randomly determined targeter is destroyed - even if the targeter is 2 mental
program. If the Dreadnought has no functioning targeter, roll the result on the
Armament chart.
2 POWER FIELD SYNCHRONISER
The Dreadnought's PFS is destroyed. If the Dreadnought has no PFS, roll again
on this chart.
3 POWER FIELD
The Dreadnought’s power field generator is destroyed. If the Dreadnought has
no power field generator, roll the result on the Sensor chart.
5 JUMP PACK
The Dreadnought's Jump Pack is destroyed. If the Dreadnought does not have
a Jump Pack, roll the result on the Locomotion chart.
61
CREALNSUANTE
These rules replace those given on page 41 of WH40K. Once a Dreadnought has zero damage, subsequent damage will
When a Dreadnought is hit, the attacker makes his usual damage roll, and the automatically cause special damage; there is no need to make the D6
Dreadn player attempts any saving throw. If the is damaged dice throw.
as a result, the player deducts the damage points caused from the Dreadnought's
total. Note that when a Dreadnought is reduced to zero damage (D), it is not When it has been established that a Dreadnought has sustained special
automatically destroyed. The only way to destroy a Dreadnoughtis as a result damage the player should roll a D6 and refer to the
Hit Location Table.
of special damage as explained below,
Whenever a Dreadnought takes damage as a result of a hit, the player should When the system affected by the hit is identified, the player should roll
roll a D6. If the Dreadnought has received more than point of damage from
1
a D6 and consult the appropriate Special Damage chart. Players should
the hit, the player should add +1 to the dice score for each additional point note down the result of special damage together with any long term
of damage sustained. If the
special damage. resulting score is 6 or more, then the shot has caused effects which result. A separate sheet of paper should be used for each
Dreadnought.
on its
Is ce
on its face or back;
continue to use all
the pla
4-6
- the Dreadnought falls on its side. A Dreadnought may
‘functioning weapons if it lands on its front or back. If falls
should determine which side: any weapons on that side
it The ammo feed or power supply to randomly determined weapon is jammed
1
or fused. Every time the weapon is fired from now on, the player rolls a D6. If
cannot — bi
be used. The Dreadnought cannot get up. the score
Di
is a 6 the weapon explodes causing D6 points of damage on the
dnought and special damage as appropriate.
a
4 TRIPS
The Dreadnought falls over as if tripped. 4 DISARMED
but will trip over whenever it moves on a D6 score of Pr Ym pool, The weaponry of 1
randomly determined arm is destroyed entirely.
5 OFF COURSE
5 WEAPONS DESTROYED
The
Dreadnought’s
turn the
locomotion functions are damaged. At the
rolls score3 r a D6. On a of 4, Or
6 AMMO HIT
determined weapons are destroyed.
The Deeadaoagt's central ammo bin or power supply is ruptured open and |
6 RANDOM MOVE
destroyed. Dreadnought may no lo fire its weapons. In addition the
bl
|
62
functions
The Dreadnought’s movement
maximum
distance in
are severely damaged. Every turn
2 completely random direction.
the
damage cffects. |
DREADNOUGHTS
IMPERIAL DREADNOUGHTS
The three best known variants of Imperial Battle Armour are field’ to provide different weapons and equipment. We will
the aforementioned Contemptor, Deredeo, and Furibundus use these standard models to give you some examples of
classes. Of course, individual suits are often modified ‘in the Imperial Dreadnought construction.
i) J
h
MANIFOLD/EXHAUST
COMBUSTION FUEL
OS.01a FURY
MANIFOLD/EXHAUST LAS-CANNON
DS.01/26 ‘DEATH FOE
SHOULDER BLOCK
05.04/39
MAIN DRIVES |
08.07/22
ROTARY ACTUATORS
08.07/41 @
LEG EXTENSION
DS. 06/19
MULTI- TERRAIN
LOCOMOTION UNITS
DS.06/32 MISSILE LAUNCHER
SPITFURY"
DA. \
OVO?
DEREDO CLASS ADAPTED BOLTER
ATTACK SUPPORT DREADNOUGHT FOE BLanTER
DA 10/04
EDDY
Contemptor Class Deredeo Class
Close Assault Dreadnought Attack Support Dreadnought
Codename Chuck Codename Eddy
Build Points Total: 140 Build Points Total: 120
Profile WS |BS| S
T|D 1 A |Sv|HP| E Profile ws oO
fl oS
2
EN) A |Sv |HP| E
| BPs 666/8 8
16lwli6]33ls[olelslr
|nlisel3ls6]4l6
BPs
3|8]6]7
3 11214130]
8
106m
6 236/36]
[8 6 8 |12
Control System: Spinal Link 8 BPs (adds +1 to I) Control System: Spinal Link 8 BPs adds +1 to I.
Power-plant: Crystal Battery 15 BPs Speed 6 Power-plant: Crystal Battery 7 BPs Speed 5
Armament: The Contemptor class Dreadnought carries a Armament: The Deredeo class Dreadnought carries a standard
standard armament of 4 bolt-guns, 2 built into each upper limb armament of 1 bolt-gun and a 1 missile launcher. Each limb
synchronised to fire at the same time. A targeter program is has its own targeter program which occupies no build-points.
included as a mental program and occupies no build-points. The 10 PVs for the targeter are included as equipment. The
The 10 PVs for the targeter are included as equipment. more powerful type Crack missiles and Frag shells are carried
as standard.
Equipment: The Contemptor class Dreadnought carries a
standard sensor package, a jump pack, a single 1” radius power Equipment: The Deredeo class Dreadnought carries a standard
field and a power field synchroniser. This equipment fills 6 sensor package, two 1" radius powerfields and a powerfield
equipment stowage spaces. synchroniser. This equipment fills 6 equipment stowage
spaces.
Points value:
140 + 8 (Armament) + 53 (Equipment) = 201 pts Points value:
120 + 53 (Armament) + 43 (Equipment) = 216 pts
63
DREADNOUGHTS
L
Furibundus Class
Destroyer Dreadnought
Codename Fury
Build Points Total: 140
:
“1 TWIN
/
DOUBLE BOLTER
5 =. \
4
...EDDY’'S A GOOD MACHINE TO MOVE IN. THE LEGS ARE THE
STEADIEST I'VE HANDLED - NO PROBLEM PICKING UP A GOOD
STRIDE THERE. IT FEELS AS IF YOU COULD RUN, AFTER SOME
A
U) PRACTICE. THE REPOSITIONING OF THE BUBBLE MEANS THAT
3A Ys)
War-Demon
Eldar Assault Dreadnought
Build Points Total: 160
|
WAR:DEMON
ELDAR ASSAULT
|
14)
vad
DREADNOUGHT
0)
HAND MOUNTED
\ {J SHURIKEN CATAPULTS
df
\x
4
161814112
Control System: Mind Impulse 10 BPs adds +2 to I
An v=
i
|
=
xe
IMPERIAL IMPERIAL
CATAPHRACT CLASS CATAPHRACT CLASS
TRAITOR
CONQUEROR CLASS
CRIMSON
FISTS
IMPERIAL IMPERIAL
DARK ANGELS RED SCORPIONS
TRAITOR TRAITOR
KHORNE
TRAITOR KHORNE
CRUSADER CLASS
A) ;
_\ Al
IMPERIAL IMPERIAL TRAITOR KHORNE <P
COLOSSUS CLASS CONQUEROR CLASS COLOSSUS CLASS
67
DREADNOUGHTS
WAR CRY
ELDAR ASSAULT
DREADNOUGHT
HAND MOUNTED
SHURIKEN
CATAPULT
Banshee
Eldar Support Dreadnought
Build Points Total: 160
718 | 717 |6
|18
46
2 136]
114]114156]16|6|8 (8112
Control System: Mind Impulse 10 BPs adds +2 to 1
BANSHEE
ELDAR SUPPORT
DREADNOUGHT
MISSILE
LAUNCHER
[= 5;
HAND MDUNTED
FLAMER
DREADNOUGHTS
ADAPTOR ARM
Build Points Total: 140
DRIVER
B
Profile
ors
ws[Bs|s
6
616
BPs
3
adds
8
+1 to |
110112] 6
=
HEAVY BOLTER
y
&
)
A
Power-plant: Crystal Battery 14 BPs Speed 6
SPACE ORK
SUPER-ATTACK ONSLAUGHTER Equipment: The Space Ork Killer Dreadnought carries a single
DREADNOUGHT 1" radius power field plus a power
field synchroniser. This
weapon
VARIANTS o SARMADE occupies 3 equipment stowage spaces.
LAUNCHER
—
ol Points value:
100 + 30 (Armament) + 20 (Equipment) = 150
Io-
(AN
ot
PLASMA GUN {
1)
=
{
pts
ADAPTOR
0 ARM
DRIVER
ADAPTOR ARM
69
The Eldar War Walker is a variation of the Dreadnought
concept. Sacrificing armour in favour of hard-hitting
weaponry and manoeuvrability, it is well suited to fast action
against a lightly armoured or sluggish enemy. However, the
War Walker is not without protection, for instead of thick
armour plating, the pilot is protected by three Power Fields.
To facilitate firing its weapons, the War Walker is equipped
with a Power Field Synchronizer which allows the protective
field to flicker off for the brief instant it takes to deliver its
deadly volley.
Profile [WS|BS|S |T |!
D| 1 |A|Sv|HP| E
.
Walker
6/6|5]|5]10 i [= [a 10
[3] LN
BPs
6l6l10/10]30/6|6|4]8 [20
*
stomps from the Walker's feet.
THE SCATTER-LASER
The scatter-laser is a new weapon devised by the Eldar
especially for use by their War Walkers and Dreadnoughts.
It fires more than one laser shot, but unlike a multi-laser it
fires them all at once. This is extremely useful when used in
conjunction with a power field synchronizer, because the
power field is down for only the briefest fraction of time,
minimising the chance of being hit by the enemy's return fire.
The scatter-laser differs from other weapons in the WH40K
game in that it may fire up to six times during the shooting
Phase. Each shot may be directed at a different target, but all
targets must lie within a 6” radius of a nominated point. If
desired, all six shots can be directed against a single target.
Short | Long
| Shooting
Short
to Hit | Str | Dam
range range
0-20" {20-60"
| Long
+1 | 6 1
Save
mod |[C|H|S
Type
|F
Area
| Tech
level
-1 2" | x 6
70
ELDAR WAR WALKERS
ral
lc
CHAPTER APPROVED
THE WAR-TORN UNIVERSE OF 41ST MILLENNIUM HOLDS MANY SECRETS. HERE, A FEW OF
THEM ARE TOLD. FROM THE TIMELESS MIGHT OF THE IMPERIAL ARMY TO THE SURREAL
KILLING MACHINES OF THE ALIEN ELDAR, THIS INFORMATION IS NOW CHAPTER APPROVED.
THE SPIRIT-TWARRIORS
A Spirit Warrior takes damage in the same way as a
Dreadnought, except that a roll of on the damage location
1
‘My oaly remaining pleasure is to bring death to the enemies of my Craft World.
table affects the Infinity Circuit instead of the Pilot.
Lord-Phoenix koastorm, Spirit Warrior Biel Tan Craft World
See Infinity Circuit - Special Damage Below
Spirit-Warriors are similar in most ways to Eldar Dreadnoughts, POINTS VALUES FOR
with one very important difference - they are controlled by SPIRIT-TWARRIORS
an Infinity Circuit rather than a pilot. Only the Eldar can use
Spirit-Warriors, which can replace Dreadnoughts in their force The points value (PV) of a Spirit Warrior is the total of its BPs
on a one-for-one basis. Spirit-warriors are designed in exactly plus the PV of any equipment and weapons plus 2 x the PV
the same way as Dreadnoughts, except that they use the of any psychic powers.
Infinity Circuit as their control system, and therefore do not A typical example of a Spirit Warrior is the Vampire Class:
need a mind-impulse link.
BPS
5(6)(56)]
5 |5
6
|
[1214
7 115
]45|5
|5(m|2
[6
|36]2 |6
|8 |4 [12
If the Eldar whose personality is transferred to the Infinity Control System: Infinity Circuit 15 BPs (values in brackets)
Circuit had psychic powers, these powers are available to the Power Plant: Crystal Battery 9 BPs (Speed 5)
Spirit Warrior as well. Calculate the psychic mastery, psi-level, Armament: As standard issue the Vampire has a heavy plasma gun
and psychic abilities of the Spirit Warrior just as you would and a shuriken catapult
for any other psyker. The Spirit Warrior is assumed to have Equipment: none as standard
an intelligence of 10 if it has any psychic powers. Points Value: 140 + 60 (Armament) = 200 pts (excluding any
equipment and psychic powers).
The Spirit Warrior is overwhelmed by images and memories from turn the Spirit Warrior must move in a random direction up to
its previous life. Roll a D6 at the start of each turn: 1-2 - the Spirit its maximum move distance, firing on the closest target - friendly
Warrior is re-living moments of peace and tranquility and may or otherwise. The Spirit Warrior may no longer use any psychic
not move or attack; 3-4 - the Spirit Warrior is re-living a previous abilities.
battle and loses control as described in 3 below; 5-6 - the Spirit 4 LOGIC CIRCUITS
Warrior is distracted by the flood of memories (but not The Spirit Warrior can no longer think clearly, and is subject
overwhelmed) and may not use any psychic powers and its WS, to confusion from now on. The Spirit Warrior may no longer
BS, 1 & Ld by -1 cach. use any psychic abilities.
5 FUSED
2 EMOTION CIRCUITS The Infinity Circuit is severely damaged and 1-4starts to short
Conflicting emotions overwhelm the Spirit Warrior. Roll a D6 circuit. Roll a D6 at the start of each turn: apply the -
at the start of each turn: 1-2 - Fear, the Spirit Warrior must move corresponding result from this damage table for one turn; 5-6
- apply the Burn-Out result below.
as if it had been routed; 3-4 - Anger, the Spirit Warrior must move
as if it had failed a frenzy test; 5-6 - the Spirit Warrior controls 6 BURN-OUT
its emotions and may move and attack normally, but may not The Infinity Circuit is reduced to a of molten slag. The
pool
use any psychic abilities. Spirit Warrior comes to an immediate The Soul of the Eldar
halt.
72
ELDAR WAR WALKERS
ELDAR GHOST-WARRIORS
"No barrier. no enemy will thwart
of death!’
my purpose. This night I bring him the dream
GHOST-WARRIORS IN ACTION
Lord-Phocnix
There are hundreds of different types of Ghost-Warrior, and
Dreamspinner. Ghost Warrior lyanden Craft World.
many are modified specially for each mission they will
undertake. Two typical examples are:
Ghost-Warriors perform infiltration, sabotage and assassination
missions. Like their larger counter-parts the Spirit-Warriors,
Ghost-Warriors use Infinity Circuits to provide the control Executioner Class Ghost-Warrior
system for a robotic body. They are built from a special material
M|WSIBS|S
|
UI
called Stelthene, a plastic compound that is invisible to most T|W| I |A]|Ld|Int|Cl|WP
Col EE) Ee rE
a)
i
MIWSIBS|S [T |W |1|A|Ld|Int|Cl|WP|PV
6[5[5/5/5/2/6|3]|-]19]9]|8]99
73
When moving forward simply measure directly to the vehicle's
INTRODUCTION
Following the revised Dreadnought rules in WD100, many
front. To make a turn to the left or right, move the vehicle
readers have asked for vehicles to be given a similar treatment. so that its path describes an arc.
As with the Dreadnoughts in the WH40K book, the vehicle
rules were designed to be generic so that gamers could field The vehicle makes a turn to the left or right.
their own conversions and scratch-built models. However, now
that Citadel produce a range of vehicles, with more on the
way, it seems appropriate to overhaul the existing material.
TURNING
The turning rules don’t change but let's go through them here
to make sure everybody's clear on how the system works.
A vehicle with a move of, for instance, 10" can turn either
left or right throughout any portion of its movement. For
example, it could move straight ahead 3", turn left through
3", move straight ahead a further 2" and turn right 2"". The
total distance moved is 10". Any combination of turns and
straight movement is permitted, so long as the total equals Weigh the fist that strikes men down
the vehicle's movement distance. Players are recommended And salutes the battle won.
to stick to whole inches.
74
l
t Most vehicles move along an arc which has a radius equal
their total movement that phase. For example, a vehicle
to
Now move the vehicle into position.
VEHICLES
Now pivot the tape describing the arc, swivelling the end of
the tape to the place where you want the turn to end. Some vehicles have a turn radius ratio of either %, 2 or 3.
This means that the radius of the arc equals not the total
movement that phase, but the total movement multiplied by
the TRR. Most vehicles however, have a TRR of 1 and turn
exactly as described above.
The system accurately represents the manner in which vehicles
turn, linking speed directly to their ability to corner. A slow-
moving vehicle can turn a very tight corner; a vehicle travelling
fast will inevitably describe a larger turning arc. Any vehicle
is allowed to use an arc greater than its current movement if
the player wishes. Vehicles with a TRR of % (such as bikes)
are very nimble, and can turn tightly whilst travelling at
considerable speed. Other vehicles are cumbersome, and have
a TRR that reflects their lack of manoeuvrability.
On The Spot
Turningbike
A stationarybe turned the
may on spot to face any
direction. It is also possible to turn any tracked vehicle or
hoverer in the same manner, but the vehicle may only be turned
within 90° of its original direction.
Moving Backwards
Restrict the maximum speed so that it is the same as the
vehicle's acc/dec.
75
VEHICLES
COLLISIONS
AGAINST CREATURES The greatest man is but a ripple on the surface of space
The existing rules make it rather too easy to suffer damage
when attempting to run down fleeing Gretchin and other
unfortunates with large, heavy vehicles. To rectify this, vehicles
never suffer damage as a result of hitting a normal creature
if the vehicle's toughness is two or more greater than the
creature's toughness. Otherwise the rules on page 40 of
EQUIPMENT STOWAGE
The current stowage rules allow little equipment to be carried.
Warhammer 40,000 apply. As we shall be introducing new equipment, this figure (Eq)
should be doubled for all vehicles and random generation
statistics in WH40K: note - we have already incorporated this
Speed the bolt that brings the end change in the Rhino's statistics. For example, a standard, heavy
Of enemy and friend. tracked vehicle now has 12 points of equipment rather than
6, and a randomly generated tracked vehicle will have 2D6
points of equipment rather than D6
WEAPON POINTS
Similarly, the amount of weaponry a vehicle can carry should be doubled. The new extended random chart for weapon
generation is given below.
Weapon points
ER SE etl TR PO TR ley WRN
ee] cE SEE
TAR
oe FLUNG WR RE ey JR BO
Ib
2-
hb
2
2
® 4 5 6
bh 2h Bh 4h 32h 2H
Bd
8 %H
bh
Wb
3%
MW
bd 4h
1 1%
3bSh
Wb
4bSh
1
3b6h
6b
4bbh
1
3b7h
1B
4b7h
1Wb
3b8h
2006
4bBh
2b
30%h
22
4bSh
2b
3bi0h 4bith
2b
3b 2 bh 2h BH 22 bh 23 Tbh 24h bh 25h 16h 2b6h 17h 2b7h 68h 2bBh 1% 2bSh 1bICh 2b10h 161th 2bith
bh bhhn2
4 Bb
2 BH 3H BH 4h
bh SH
bh 6 6h 7h
7h 8h Bh Sh 1% 10h 1WIOh 1h With 12h
5 BA bi 2h bil
2 12 iy 1b3htv 4htv Shiv
NW
Tbéhlv 1bShiv Bhiv 1b6hlv Thiv Tb7htv Shiv 1b8hiv Shiv
6 ® hh Bh Zh
bh W Iblv thiv Tothlv 2htv 1b2hiv 2v b2v hv 1bh2v 2h2y 12hvdv bv Th3v Tbth3v 2h3v 1bZh3v dv
b = basic weapon, h = heavy weapon, v = very heavy weapon. A vehicle with 10 or more weapon points may install Defence a
Laser
if it
generates a very heavy weapon. However, Defence Lasers occupy 10 rather than 6 weapon points, so other weaponry
must be subtracted to compensate for this. One way of doing this is to deduct 10 points for the Defence Laser and re-roll any
remaining points randomly. No vehicle may have more than 1 Defence Laser.
76
VEHICLES
damage will automatically cause special damage. The player wound. The vehicle will not move again.
should roll a D6 and refer to the Hit Location Table. 6 TRACTION
When the system affected by the hit has been identified, the The vehicle’s main traction suddenly fails: wheels blow out; tracks
player should roll a D6 and consult the appropriate Special fly off; gravitic reactors implode. The vehicle pivots across the
Damage Chart. Players should note down the result of special ground, sliding against its broken side and spinning dangerously.
The vehicle skids forward for D6” ending by facing a randomly
damage, together with any long term effects which result. determined direction. Any occupants must make their basic saving
A separate sheet of
paper should be used for each vehicle. roll or are slain. Items of weaponry or equipment are rendered
useless on the DG roll of a 4,5 or 6.
Troops with breathing apparatus are basic saving throw are killed. If travelling at more than 10”, roll
unaffected. 2D6 to determine how far the vehicle cartwheels forward before
landing on its roof. Anything within the path of the cartwheeling
vehicle takes normal collision damage, but does not stop it or do
6 EXPLOSION
further damage to the vehicle. Occupants of the tumbling vehicle,
Amassive explosion rakes the vehicle's interior. Each occupant who fail their saving throw with a -1 modifier, are slain. All
must make a basic saving throw or is slain instantly. equipment and weaponry is destroyed.
77
ee
ARMOURED ASSAULT VEHICLE CITADEL"
MINIATURES
CRIMSON FISTS:
PERSONAL LIVERY
CHAPTER COLOURS (NON-CODEX)
|
BLOOD DRINKERS 2 DARK ANGELS
7
1
7%) - > “2
6 AUTO-SYTEMS DESTROYED
All auto-systems go completely haywire, operating in a random
manner. These effects cannot be over-ridden by the vehicle's
occupants. Auto-drive causes the vehicle to move out of control.
Auto-aim units fire weapons at randomly determined targets. Auto-
fac systems only permit the use of an item of equipment on the
D6 role of a 4, 5 or 6 made that turn. Doors may only be used
on the DG role of a 4, 5 or 6 made that turn.
2 AMMO BLOCKAGE
The ammo feed or power supply to one randomly determined
weapon is blocked or severed. The vehicle may fire once more
with that weapon, after which the weapon is rendered useless.
3 AMMO JAMMED
The ammo feed or power supply to one randomly determined
weapon is jammed or fused. Every time the weapon fired from
now on, the player rolls a D6. On the roll of a 6 the weapon
explodes, causing D6 points of damage on the vehicle and special
damage as appropriate.
4 DISARMED
The vehicle's main armament is destroyed.
5 WEAPONS HIT
D3 randomly determined weapons are destroyed.
6 AMMO HIT
The vehicle's central ammo bin or power supply is ruptured open
and destroyed. The vehicle may no longer fire its weapons. In
addition the vehicle takes D6 points of damage, and automatically
takes D3 further special damage effects.
80
VEHICLES
weapons during
If targetted by a firer within the short range of his weapon. If
its own shooting phase, even though the Power Field is on. a player wishes to fire at an exposed crewman or bike rider,
However, to represent the chance of an enemy shot sneaking he must declare his intention before he shoots.
through as the field flicks off, any shot against the vehicle in Shots against open vehicles, including bikes and land-speeders,
the enemy's following turn will penetrate the Power Field on
the D6 score of a 5 or 6. This does not destroy the field: the always stand a chance of hitting exposed crew even if the player
shot simply by-passes it during its split second of inactivity. doesn’t intend to fire directly at them. Hits against open
vehicles and bikes must be randomised between crew (1,2,3)
and vehicle (4,5,6). Crewmen sticking their heads out of
SHIELD PENETRATION hatches in enclosed vehicles are never hit randomly - the only
described
As shield is
above, a penetrated on the D6 score of way they can be hit is if they are specifically targetted as
a5 or 6 if it was fired through in the preceding turn. described above.
Alternatively you may divide the turn into six ‘phases’ 1-6.
The player wishing to fire a weapon secretly writes down the RICK PRIESTLEY
phase in which each weapon fires. A following
fire weapon
may fire over several phases - one shot corresponding to one
phase - but may not fire through more than 6 phases. The shield
is down for all the phases in which the
weapon fires.
Inthe enemy's following turn, when weapons are fired against
the shielded vehicle, the player must try to guess the phase
written down by the other player. Most weapons entitle the
player to one guess. If the guess is correct, and the shot hits,
the shield is penetrated. If it's incorrect the shield is hit as
normal. Players whose weapons have an area effect are entitled
to two guesses to represent the spread of separate impacts at
slightly different times. Players with following fire weapons
are entitled to one guess the first time they hit, and each
succeeding hit adds to the original number guessed. So, if
1
your first guess is 3 the second hit will be 4, a third 5, and so on.
If a shielded vehicle is being fired at by several different
attackers, resolve each guess individually but allow the vehicle
player to change the nominated phase(s) in between each of
his opponent's guesses. This is a bit unrealistic, because the
weapon can only really fire in one phase. However, it prevents
the attacker nominating successive phases to his unfair
advantage - impossible in the heat of battle.
is slain, his
prayers of mourning for its spirit. If Techmarine technica
2a
090), SRE.
a.
A
82
LAND RAIDERS
EaLA
Many died, but they knew they could not
gE
for
Ss OR
feA=
all be stopped. The battle might be lost, but
IRE
SS,
res x
83
LAND RAIDERS
iis) Max
| | Acc/ Max Min
Dec
| | Acc/
Dec
|[TRRCp| T
|D Sv |Eq
of defeat.
= 20 7 1
12 8 50 [2-614 [12
Serve this machine, as you
le
_
Equipment: radius power ficlds, power field synchroniser, auto-aim,
2 x 1" would have it serve you.
od
auto-drive, auto-fac, rrgeter for starboard weapons sponson, targeter for port
weapons sponson, communicator, sensor package (bio-scanner, encrgy-
=
scanner, rad-counter), ejector seats, medi-pack =
Fight for this machine, as you
Weapons: 4 las-cannon (2 synchronised las-cannon in each weapons would have it fight for you.
sponson), 2 heavy bolt guns.
Basic points value: 261 + weapons and equipment
Weapons points: 390 Equipment points: 93% (response) - I shall.
PV 750 each - from the Ceremony
of Commission
ER
ue
KELIRLR YYrvYxy
EELTIER
ER
EERE
FAR
A
r
ALRAA
LAX
L3
|
Camouflage is the colour of fear... I have no need to hide from my foes... I have no fear of death. My
colours I wear openly, they proclaim louder than any words, ‘I am proud to live - I am proud to die!
84
PREDATORS
MD,
Pee
NAGAR ‘8
\
PREDATORS
The auto-cannon is turret-mounted with a 360° arc of fire. Note that the 1” power ficld covers the entire vehicle.
The las-cannon mounted in the side sponsons each have
a 90° arc of fire to the front of the Predator - covering the
left and right hand sides of the vehicle. ® ARMY LISTS
The following additions should be made to the Vebicles
LEFT LAS-CANNON
sections of the Space Marines and the Imperial Guard army
90° FIRE ARC
lists.
2
Predator 600 Techmarine
ETfe q[] ~
RIGHT LAS-CANNON
90° FIRE ARC
rolls a D6. If the bike has taken more than 1 point of damage, represents the bike being physically thrown aside as a result
add +1 to the dice score for each additional damage
point of the explosion.
sustained. If the result is 6 or more, then the shot has caused
special damage. The player rolls a further D6 and refers to
the Hit Location Table. 0-10 Battle Bikes
If the vehicle is
reduced to zero damage points, subsequent LAND AIR
damage will automatically cause special damage. Roll a D6
and refer to the Hit Location Table.
Max
| Acc/ Max
Dec | | Min | Acc/
Dec
[TRR{Cp| T
| D [Sv
|Eq|W
32 16 Va 10
ES] SX
ES
TRO
In the box to the right is all the information you
need to incorporate bikes into your force. Bikes may Equipment: none.
be used in Imperial Guard or Marine forces, Rogue Armament: none or twin forward firing bolt guns
Trader entourages, or Squat armies. Points: 68 + 4 with bolt guns
x 5
ved
Susi Vif
bet
;
ak co
pi Th fy
iy
:
BIKES SPECIAL DAMAGE CHART
Score (D6) Affected System If the result is either equipment or armament, use the normal
1-2 Wheels
BY vehicle charts to ascertain the damage. Otherwise use the
3-4
special bike charts given below. Go to the appropriate special
Body damage chart and roll a further D6.
5 Armament - see Vehicle Chart WDI03 Pr
6 Equipment - see Vebicle Chart WDI03
BODY
1
AND ENGINE
ARMOURED CASING
The biker is lucky and the damage is restricted to the armoured portions
1 BRAKE SYSTEM of the bike. The vehicle goes out of control for | turn
The braking system Is shattered and rendered almost useless. The bike's 2 ENGINE DISABLED
maximum rate of deceleration is reduced to 2, even if the bike subsequently
The bike's engine is receives the force of the hit, reducing its power severely
goes out of control. and causing thick-oily smoke to pour from its casing. Half the vehicle's
2 TYRES maximum move and acc/dec scores.
+m
The bike's tyres are torn from the wheels. Roll a D6, add +1 if the bike is 3 THROTTLE JAMMED
moving over difficult ground. If the score is 6 the bike skids (see below). The bike pulls forward at full throttle, accelerating at its maximum rate per
Otherwise the rider maintains his balance. The bike's maximum speed is
halved. If travelling faster, the bike automatically decellerates to within its turn until it reaches twice its normal maximum speed. Tests for loss of control
new maximum speed in its following turn. must be taken as appropriate (WH40K p40). Crew may do nothing other
than hang on or attempt to leap off,
3 SKID 4 ENGINE DESTROYED
=
Unless the bike is stationary it is thrown violently off-course, causing it to
skid forwards D6" before coming to a halt facing in a random direction. If With a heavy clumping noise the grinds to an sudden halt, shredding
the vehicle skids over difficult ground or into any obstacle it is destroyed mechanical components and bursting into flames as it does so. The bike is
and the crew killed. If stationary see steering rendered useless, and all equipment it carres must be abandoned. The crew
must make their basic saving throw or be killed.
4 STEERING
5 TRANSMISSION SHATTERED
The steering system is badly damaged making it difficult to control the bike The bike's power transmission fragments into countless tiny pieces of
at speed. If travelling at over 10” the vehicle goes out of control for the
remainder of the game. The bike's turning radius is increased by 1
shrapnel. The bike skids forwards D6” whilst the rider (and any pillion
passenger) is pitched D6" in a random direction, and must make his basic
5 SUSPENSION COLLAPSE saving throw or perish. Sidecar passengers are trapped and killed as the bike
explodes at the completion of its skid. The explosion has a burst radius of
The bike's wheel collapses, buckles and bounces off as the machine nose 1" and a strength of 5 causing D4 special damage hits
dives into the ground. Stationary vehicles are destroyed, their crews needing
to make their basic saves or be killed. Moving bikes skid forward D6" before 6 FUEL
to
coming a permanent halt. The crew must make their basic savesor be killed. The bike's fucl cells burst open, spilling a pool of volatile fuel around the
6 SYSTEMS FAILURE machine. Roll a D6. On the score of a 1, 2 or 3 the vehicle's
power cuts out
and the machine comes to an immediate halt. On the score of 2 4, 5 or 6
The hydroplastic lines powering all steering, braking and other functions the fuel erupts into a ball of fire with a 2" radius around the vehicle. The
are destroyed, sending the vehicle out of control for the remainder of the vehicle is destoyed and its crew must make their basic save or perish. Any
game, The crew can do nothing other than hang on, but may attempt to leap other models within the fire ball take a single strength 5 hit and D4 wounds
off the bike during their movement phase should they wish. where appropriate.
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This time we look at the new Devastators boxed set from the Citadel 4. Establish whether hits cause wound/damage, take any saves,
Designers - featuring the Land Speeder two-man hover vehicle, the roll for the number of wounds/damage where appropriate and
fiendish mole-mortar and the 'Tarantula’ mobile weapon system. remove casualties as normal.
But first a selection of rule ideas for discussion - comments gratefully
accepted.
One of the most common questions about the WH40K rules concerns
VITAL HITS
the procedure for area fire, especially with regard to deviation. In This idea was sent in by Paul Quinn and it’s ideally suited to small
my Marginalia article for WH40K, confessed that even I wasn't games. I'm certainly going to use it for our WH40K improvised role-
1
entirely happy with the system. To summarise briefly - the procedure play games where combat is usually short and bloody.
as given in the book is: 1) place your area marker; 2) roll for deviation
using the area marker size deviation number; 3) roll ‘to hit’ each Hits scored with a ‘to hit’ dice roll exceeding the required score by
target within the area using the firer's BS; 4) roll ‘to wound/damage’ 2 or more are deemed to have been particularly accurate or lucky.
on any hits; 5) take saving throws. Either the whole burst strikes the target or a shot hits a vital spot.
The following rules then apply.
WH40K was designed as an adaptable game which could accomodate
new systems where necessary. An alternative system for area fire
is as follows.
1. The firer may add +1 to the strength of the weapon or
REVISED AREA FIRE 2. The firer may instead make three ‘to damage’ rolls at the basic
strength, each damaging hit causing wounds/damage as
PROCEDURE normal.
1. Place area marker over target as normal.
Paul goes on to say that this rule doesn’t really work with following
2. if the shot lands on target or ‘deviates’. The chance
Roll to see fire weapons. 1'd agree. Perhaps the best solution is to say that
of a shot deviating is now based on BS, not the size of the following fire weapons can only cause a vital hit on their original
template. This directly reflects the chance of the firer landing target, and then have the choice of causing either a vital hit or using
his grenade or mortar bomb on target. their following fire ability. Players wishing to try out this rule should
note that only a single saving throw applies in case 2.
BS
Deviateson D6 score of
2
1 1
or more (always deviates)
2 or more
DEVELOPING PSI-POWERS
3 3 or more Several players have asked me about the development of psi-powers
4 4 or more in campaigns. Psi-powers can certainly be increased in theory -
5 5 or more although there are no rules for this in the WH40K book. would 1
6+ 6 or more (minimum chance of deviation) suggest that the GM awards psykers 1 point every time a psi-ability
is used successfully under battle conditions. When the psyker has
Any weapon ‘to hit’ modifier may be added to the BS of the 10 points (presumably accrued over a few games) the player trades
firer. No other modifers apply. Shots which don’t deviate are them in for an extra ability.
worked out with the area marker remaining as placed. If a shot
deviates, the missile, grenades etc, land slightly off-target. The If the psyker already has the maximum number of abilities, it is not
procedure for establishing deviation remains the same: roll a possible to gain more. Instead, any ability may be ‘swapped’ for
D12 for direction and an appropriate dice for distance. another ability of a higher level.
3. Models within the area marker may be hit by the blast of the When a new ability is earned the psyker also gains a 10% chance
weapon. Any model will be hit on a Dé score of 3 or more. of going to the next highest mastery. The player should make the
Basic ‘to hit’ dice modifiers apply (see p20 of the WH40K rule dice roll. The player may not choose a new ability from the higher
book). Weapon modifiers do not apply. Note that some weapons mastery during that ‘advance’. When the mastery goes up the psi-
still hit automatically as defined in the rules. level also goes up by 3D6.
HARDWARE
If a psyker reaches mastery level 4, he has attained the highest grade. 3-4 The shell barely breaks the surface before exploding in a hail
However, the psyker may still gain in power, and may continue to of earth. Work out damage normally. In addition, any low
wall, hedge or other scenery within the burst area is levelled
swap spells once 10
points
have been accumulated. Although the
psyker cannot advance in mastery, there is still a 10% chance of
gaining an extra D6 psi-level. Because this gives a theorstically
and destroyed. Buildings may be damaged as normal.
5-6 The shell bursts under the ground, lessening its effect but
psi-level, GMs should place a practical maximum
as they
soe
see fit. levelling any scenic items as for 3-4 above. All building
THE TARANTULA
sections in the burst area take 1 point of automatic damage
for every point of strength of the exploding shell. In the case
this
of the tunnel torpedo, is a 6. Any models within the burst
area may be hit and damaged as normal. Once casualties have
been removed, the area indicated by the marker sinks and
The Tarantula has three basic components, a mobile gravitic-powered forms a crater. This can be represented by marking the crater
base, a body including auto-aim and targeter systems, and armament. rim with small stones, cork chips or similar material.
It is, in effect, a robotic n mount controlled by a crewman
who can move the Tarantula from place to place and select targets. The mole mortar can be used to attack tunnelling vehicles. The
The crewman and Tarantula must remain within 12" or control weapon has a 360° arc offire when firing in this way. This works
becomes ineffective and the Tarantula is then uncontrolled as as follows. The firer declares he is firing speculatively against
described below. tunnelling vehicles he suspects may be near. The GM checks the
position of enemy tunnelling vehicles, and if a vehicle lies within
in close combat whilst the weapon's range he must test for a hit. T do this, the GM secretly
A crewman may not use weapons or
engage
controlling a Tarantula. If the crewman moves out of control range,
rolls a D6. If the score is 6 the shot has hit. The GM works out all
fires a weapon, becomes engaged in close combat, or is slain, the results in secret, neither player should be informed about what is
Tarantula comes to an immediate halt and is said to be ‘uncontrolled". happening. if a vehicle is destroyed it simply fails to
)
appear, neither
Once the weapon becomes uncontrolled, the player must first player is told of its loss.
nominate its targets during the shooting phase, and must then fire
If
at all. This rule only applies to uncontrolled Tarantulas. Controlled
C|H|S|F}3"=
2" 16
Tarantulas may fire at any visible target within range just like a normal
6-24 24-48 -1
7 [4 1
|x
trooper. Any Tarantula crewman can take control of any Tarantula,
but may only control one at a time. The mole mortar is designed to fire its own special tunnel torpedo
with strength and details as shown an the weapon profile. It may
also fire any other standard shell type. The mole mortar is normally
Tarantula profile: ov crewed by two models.
PV = 50 + crew.
(gs ]5]5]51s8] Additional ammo types must be paid for as normal. The tunnel
torpedo is included in the cost.
Note that Tarantulas have no Ld, Int, CI or WP, and have no A and
therefore no WS (they are struck automatically in hand-to-hand
combat). They cannot fight in close combat and take special damage LAND SPEEDER
in the same way as robots (see WH40K, p43).
The land speeder is a patrol and light battlefield attack vehicle. It
The mobile weapon platform may be equipped with any two heavy is used by the Imperial army as well as by marine chapters. It is
also a common civilian vehicle, and has found its way into the
weapons (4 weapon points) plus two auto-aim systems and two
personal retinues of many Imperial commanders. It is a hoverer, and
targeters (4 equipment points). A Tarantula may either move or fire rules 1 to 3 apply as given on p105 of WH40K. This ubiquitous
during its turn - but not both. If the Tarantula remains stationary
it may fire either or both weapons. Both weapons have a 360d arc vehicle can be easily modified to perform a variety of roles in many
and may be fired at separate targets - a Tarantula therefore normally
fires twice during the shooting phase, once with each weapon.
different environments. The
as standard, fast attack and support variants. profiles
for three versions are given below
24
|
Acc/dec
8
|TRR
1
| Cp| T
7 of ead fond
| oyLn
D {Sv
fe pe
[Bq
J
| W
1-2 The shell spins out of the ground at a terrific rate, leaping Individual commanders may elect to vary these weapons in any way.
into the air and exploding. Work out damage as for a normal All weapons and equipment are bolt-on/bolt-off to facilitate s
shell burst. replacement.
90
HARDWARE
Land
Max |Acc/ [TRR|Cp| T|D|Sv|Eq|W
\
Speed dec
|
e7 24 6
| vw
|2|8lis6]|2]2
Equipment: Auto-drive, Targeter
Weapon: Multi-laser
a
Rapier carriers are incorporated into
Imperial Army forces at both the company
and regimental level. Each troop company
has a support squad which ideally includes PV 170 + Crew
5
Rapier carriers as well as other mobile
support weapons such as Mole Mortars. In
practice, the natural attrition of
campaigning tends to mean that support
squads operate with whatever they can get!
They are easily distinguished by their blue
artillery’ uniforms, with yellow shoulder
pads bearing the company insignia.
Individual Rapiers are also used in the front
line to support infantry squads.
At the regimental level, Rapiers and other
heavy weapons are organised into whole
support companies. These unwieldy outfits
are used to provide heavy bombardments
or en masse support for major offensives.
In
theory, a company comprises 10
machines, often divided between 2 types,
such as 5 Rapiers and 5 Mole- Mortars. But
they are often reduced to so few weapons
that they are forced into a supporting role
on the battlefield, rather like the company
support squads.
Regimental support companies wear the
same blue tunics as the company support
squads, but with a distinctive red shoulder
pad rather than yellow.
Optional Rapier systems: The Rapier is
capable of mounting a variety of heavy
RULES weapons. This may be achieved without 3
converting your model, so long as your Peace is not in my vocabulary!3
: > :
The
be
Rapier
schicle. But unlike a vehicle, its crew may
targeted
VORB
necessary to randomiseGoria
hits
pes
betweenBhs
the
being mounted, and the appropriate
points cost is paid. To substitute the
multi-laser for a multi-melta costs +10
am rem ;
ppot
yo
Beg
21
HARDWARE
24 8
Save Type
H
Area
| Tech
7
\'4
Equipment: Auto-Drive, Auto-Aim, Targeters (2)
Weapons: Swivel mounted heavy plasma gun (with 360°
traverse) and heavy bolter.
93
In this article I'm going to ignore craters which form part of
the natural scenery, other than to say that such features may
be chosen by the GM or players when setting up the scenery
CRATERS for the game. Instead, I'm going to concentrate on how players
can deliberately use pre-battlefield bombardment to lay down
craters in order to create cover where they want it, and how
craters may result from weapon fire during the game itself.
presenting a clear target. I say ‘hedge-hop’ because one of the come from support weapons positioned off the table, either
easiest sorts of scenery to provide is a lichen hedge, or a rocky land based or from spacecraft in orbit. The nature of the
outcrop made from broken cork or stone chips. However, these weapons employed is not considered - it is simply assumed
features can get a little tiresome after a while, so it’s a good that the side has whatever weapons are necessary to produce
idea to introduce specially made pieces of scenery now the effect. If playing a defence versus attack game, with one
and again. player already on the table at the beginning of the game, it
is suggested that bombardments are not used (although players
Fortunately for WH40K players, some particularly evocative are welcome to invent rules to cover such circumstances).
pieces of scenery have just been developed by Citadel's Before the game begins, work out each bombardment as
modelling department, ic, in the form of craters. These follows. The bombarding player nominates the point where
lightweight, virtually indestructible vac-formed cavities he would like the first shot to land. Roll a D6. A result of 6
present some interesting opportunities for 41st millennialists
everywhere. Read on and see... means the shot finds its target. On the score of a 1 the shot
deviates by 2D6” in a random direction. On the score of a
2-5 the shot deviates by D6” in a random direction. Once the
THE CRATER landing point has been determined, mark the spot with a
suitable object. Now roll a D6 to determine the crater size.
Craters are a distinctive feature of prolonged artillery battles,
peppering a battlefield and distorting the underlying scenery.
Even in smaller battles, shell bursts may leave craters which
then form important areas of cover for the attacking troops.
The Imperal mole mortar, for example, is often used to crater
the ground in front of an assault, providing cover in an
pu.
=
Bie
Ee
.
~~
3
Fl
D6 Roll
1
2.
4
Crater Radius
173
1”
1%”
”
aa
otherwise barren landscape. In WH40K there is the additional 5 2"
possibility of the battlefield being pock-marked with meteor 6 3”
craters, lava craters or the remnants of hot-springs.
CRATERS
Position the template with its centre over the landing point, Position the crater over the point of impact and remove
removing any scenery as you do so. If the shell lands on a underlying scenery. Any infantry models in the area are flung
building it will only leave a crater if the crater is at least as by the shock wave to a randomly determined point at the edge
large as the building, in which case the building is removed. of the crater. These models are moved to face directly away
Once you have established the position and size of the first from the crater’s centre, lying down, but otherwise unhurt.
Vehicles cannot be displaced by a crater, but may go out of
crater, roll a D6-1 to determine how many shots remain in the
bombardment. The next crater will be the same size as the control during their move as they will be crossing difficult
first, and is positioned with its centre D6” plus twice its radius ground (the crater).
from the first landing point. A D12 and the standard clockface Mole mortar shells, or tunnel torpedoes, are designed to tunnel
system can be used to establish direction. Because the distance their way underground. Shells may spin clear of the ground
is always greater than the craters’ radii, they never overlap. before exploding, explode at the surface, or explode
Subsequent craters will be the same size as the first, and are underground. Shells which clear the ground may leave a crater,
positioned following the same randomly established direction, but this is likely to be small: deduct -1 from the D6 die roll
at D6" plus twice the radius from the previous landing point. to determine crater size. Shells which explode on the surface
For example, if the second crater lies at 6 o'clock from the leave craters as normal. Shells which explode underground
first, the third is at 6 o'clock, as is the forth, and so on. They automatically leave a 3” crater. Craters resulting from a tunnel
will thus form a long line - although the distance between
craters will vary according to the D6 dice roll. Shots landing
torpedo do not throw models out of the crater, instead models
are knocked over and drawn into the crater's centre. Vehicles
beyond the edge of the table are ignored.
are automatically bogged down, and can only move on the
DG roll
of a 6 (5 or 6 in the case of tracked vehicles). Where
many models end up at the centre of a crater they must be
CREATING CRATERS IN PLAY positioned as closely as possible.
Craters may result from shots with any area weapon with a
strength of 6 or greater. This will therefore include melta-guns,
autocannon, heavy plasma guns, multi-meltas, crack missiles CRATERS AND COVER
or grenades and melta-bombs. Shots do not inevitably cause The area covered by a crater, including the rim itself, counts
a crater, nor is the size of the crater necessarily determined as difficult ground. The rim offers cover and obscures line
by the weapon. Both will depend very much on chance. of sight exactly like a hedge or wall, but is not considered to
Therefore, once damage has been worked out, roll a D6. be an obstacle for movement purposes because of its sloped
surface. As defined on pages 17-18 of WH40K, crater rims
count as hard cover for models within the crater itself.
Dice roll Crater However, cover cannot be claimed from a half inch radius
None crater as there is insufficient room for an infantry model to
5" crouch within it.
1”
1 ¥B
nN
Rick Priestley
mn
2
Lo 3”
95
CHAPTER APPROVED
THE LEGIO
IMPERIAL CYBERNETICA
The Adeptus Mechanicus is divided into many sub-branches
and divisions. Each specialises in one of the myriad areas of
the technical arcana. The Legio Cybernetica is one of the oldest
ROBOTS
The command bunker had been under fire for more than three
hours. Each time a shell exploded overhead a fine layer of dust
parts of the Adeptus Mechanicus. Its records stretch back
almost unbroken to the very first days of the Imperium and,
it's assumed, to the times before the Imperium. The Legio has
a long history, and its members regard themselves as an elite.
The Legio is responsible for the care and construction of all
Robots throughout the Imperium. Robots may be used by all
kinds of Army and Marine forces, but they are always under
fell from the ceiling and drifted through the holo-map. It the Legio's final control. Indeed, many of the Adepts of the
interfered with the mechanism, and the picture flickered Legio have been killed while taking part in military operations.
continuously. Chavez sighed. He had long since decided that The Legio continues to serve, aware of its value as a fighting
the situation was critical. He grinned at the Adeptus force, even in the face of 90% plus casualties.
Mechanicus technician huddled behind a stack of ammunition
boxes. The Legio is organised into several thousand cohorts, although
only a percentage of these is ever active at any one time. Each
‘Not like the training rituals, is it?"
cohort is in turn organised into maniples of three, four or five
Another shell burst overhead, and the lights went out. The Robots plus a Legion tech-adept. The number of maniples in
shoulder light in Chavez's armour came on automatically. a cohort varies, but is rarely more than 100. However, a cohort
is usually spread across an entire Marine force of several
“Damn. That was close’ Chavez turned the holo-map on Chapters or a single Army. Battles involving more than 4 or
again. The Orks were closer than ever. Eight-to-one odds were 5 maniples are rare. This is not to say that they have never
the stuff of Chapter history, unless you had to face them. occurred - during the Horus Heresy in particular large numbers
“Where's our support? Anything?" of Robots were committed by both sides in an effort to
minimise human casualties until a decisive final battle could
The Brother-Sergeant at the commnet terminal shook his head. be fought.
“Three Dreadnoughts a moment ago, but they stopped
transmitting. No telemetry. They're dead, Brother-Captain.”
“Time to leave. Up to the ridge. Set the destruct charges,
Brother. We leave nothing for those Orks. You..." Chavez
pointed at the adept. ‘You come with me. We'll see what those
damn machines can do..."
The technician scrambled to his feet and followed Chavez up
the access tunnel. They came out in a small copse at the base
of the hill. Four large machines stood just inside the tree-line.
The commnet in Chavez's ear was a constant chatter of reports
and casualty lists. Chavez checked his bolter and slapped home
a fresh magazine. ‘1 don't like using machines to do a Marine's
job, but I'm down to less than a demi-company. Get them
punched, or programmed or whatever mumbo-jumbo you use.
Pray if you must.”
“Sir. Lord. Captain. The Rite of Battleprep is a delicate
ceremony. I must have time to offer the libations and the
sweetmeats, | must cast the runes of Robotics. I must-glmpfff!”
The adept fell silent as Chavez placed a bolt pistol under his
chin.
“You must... understand what is about to happen. Either
I
will kill you, the Orks will kill you slowly, or your damned
Robots will kill the Orks. Am I making sense?’
““Yes.'' The adept was already working on his precious
machines. “Yes.”
“Good. Five from now I want those things in supporting
positions.” Chavez was running up towards the ridge. The
Brother-Sergeant followed him. A circle of smoke and dust
popped out of the tunnel and rolled across the valley, keeping
its shape all the way. The bunker’s demolition charges had
done their work.
As Chavez reached the ridge the first Robot began the same
climb. The explosions rocked the hill and showered earth on
the Marine positions, but help was coming...
Cr
IMPERIAL ROBOTS
Each maniple is virtually a self-contained unit. The (typically) Like a Dreadnought, a Robot is the product of the many
four units are managed on the battlefield by a single tech-adept. advanced technologies which have produced its armoured
He has little more to do than give the Robot's their final shell, its artificial muscle and nerve bundles, its cortex, power
programs and then monitor their progress. He is, however, plant, weapons control systems, equipment interfaces and
also charged with making sure that a damaged Robot (which cortex. The Mechanicus Weapon-shops turn out many Robots
could be dangerous to its own side) is destroyed as quickly to the age-old designs held in the memory banks. Castellan
as possible. Each Robot carries a self-destruct
system which and Crusader pattern Robots, for example, are known to have
can be detonated by remote control should its programming fought on both sides during the Horus Heresy. The designs
fail in some way. Although rarely
present on the battlefield have remained virtually unchanged since that time, with
(if they can help it) there are also a number of other, lesser
perhaps only minor cosmetic variations.
tech-adepts who perform all maintenance and repair functions
for the maniple. Their services are also highly sought after Many Robot components are identical (or nearly so) to
for other purposes. It is said that a tech-adept of the Legio Dreadnought parts. This compatibility simplifies many supply
is worth his weight in
spares and can repair virtually any item and repair problems. Legio cohorts have, for example, been
of Imperial equipment. cannabalised out of existence to provide spares for
Dreadnought suits! In return Legio Cybernetica adepts have
Legio cohorts are occasionally attached to campaigning Marine not been averse to dismantling Dreadnought suits - sometimes
Chapters, such as during Operation Carthage (the Second even killing the pilot in the process - when making battlefield
Pacification of Isstvan V). When the Desert Lions Chapter took repairs.
the planet's defence forts they were preceeded by a complete
Legio Cohort of Robots. The Robots had been programmed What makes a Robot different from an unoccupied
to advance in an apparently mindless fashion, and proved easy Dreadnought suit is its cortex. This is an artificial brain of sorts,
targets for the defenders. However, the Desert Lions used the
which is contructed from artificial proteins and enzymes. This
opportunity to map out the defenders’ fire-plans and blind cortex is imprinted with simple maintenance and movement
spots. In the Lions’ ensuing assault only seven Marines were routines - a rudimentary ‘mind’. These enable the Robot to
lost. obey simple instructions (''Open the Weapon Bay Door,
Please... Move Ahead to the Holding Area’ etc) when away
Allthe surviving Robots were inducted into the Chapter as from the battlefield. These ‘firmware’ routines (so called
honorary members as a mark of respect. because they are ‘wired in’ software) are often patterned after
The Inquisition has also put Cohorts of the Legio to good use. living creatures, and a Robot may develop a dog-like devotion
Robots are, by their very natures, utterly incorruptible. Their to its technician-master.
preprogrammed, non-biological natures make them the perfect Before a battle the firmware routines are overlaid and replaced
troops to use against mutants and other contaminated by the Robot's combat wetware (ie the software of a protein
populations. The terror value of Robots when used against computer). This new cortex program, which can be changed
unprepared and underarmed troops has not gone unnoticed for every battle, defines, for example, how and when the Robot
by the Inquisition. This, combined with their unflagging is to fire its weapons or detonate its self-destruct charges.
loyalty, has made them valued additions to the Inquisition’s
Each piece of wetware is held in a small slice of bioplastic,
armoury. Cohorts attached to the Inquisition are usually staffed about the same size as a credit card. Many warriors take these
by technician-Inquisitors rather than Legio Adepts. Robots may
be pure and incorruptible; men are not.
from ‘dead’ robots, believing that them to hold the soul and
courage of the robot. When kept in a medicine pouch some
This was proven during the Horus Heresy, when many Legio of the robot's bravery passes into the warrior; even some
Cohorts rebelled under the leadership of Warmaster Horus. Marine Chapters have been known to follow this tradition.
The Cohorts had been placed under the Warmaster's command
in preparation for a new crusade. When Horus commanded Without its cortex a Robot is as helpless as a bolter without
his forces to move against the Emperor, the Legio Cohorts at a Marine. It can do nothing other than take whatever
his disposal were among those to obey. In the subsequent punishment is meted out to it. With its cortex fully
fighting many more of the Adeptus Mechanicus joined Horus programmed, however, a Robot can prove itself the equal of
and his rebels, but this did not alter the fact that parts of the many other creatures on the battlefield.
Legio had been the first to declare for the Warmaster. Following
the defeat of the Heresy and the banishment of the Traitor
Legions, the dishonoured Legio Cohorts also fled into the Eye
of Terror, where they remain to this day.
Since the defeat of Horus the Legio Cybernetica has pledged
itself anew to the Imperium. Its members now take binding
oaths of loyalty more terrible than any Marine Chapter oaths.
Over the millennia they have regained the respect and
admiration of the rest of the Adeptus Mechanicus, the Imperial
Guard, and the Adeptus Astartes.
Legio maniples require less transport space than standard
military units (Robots can be carried in open space without
harm), less life support and food (Robots neither eat nor drink)
and less battlefield support (Robots usually carry their own
heavy weapons). Many Robots use standard armaments,
reducing the need for specialised supplies, and can interchange
parts with Dreadnoughts. All this makes them extremely
popular with practical military commanders.
Some of the older Cybernetica cohorts claim that their Robotic
troops date, in part at least, back to the First Crusade of the
Imperium and earlier. These claims may have some validity,
as Robots are often cannabalised to provide parts for their
damaged brethren. Given the lifespans of Imperial
technologies when maintained, such claims become
reasonable. It is indeed possible that one Robot's leg, or Power
Field or cortex has been in almost constant use for more than
ten thousand years. CATAPHRACT CLASS
IMPERIAL
97
IMPERIAL ROBOTS
E The space allowed in the Robot’s Using the rules presented here you are free to choose the
Equipment number of Build Points spent on a Robot within limits set
design for its cortex, sensors, self- out in the following table. It is possible to construct large
destruct explosives, shields etc. Robots, but these are beyond the scope of this article.
In addition to this profile it has a program, equipment systems
and weapons. Each of these aspects of Robot design is Manufacturer Race Limits
discussed in detail below.
Imperial 10-140
Ork 50-120*
Eldar 10-180
*
Ork technology is not quite up to coping with the ‘fiddly
bits’ of very small robots...
PROFILE TABLE
The number of BPs required for each point of a given Robots may be built without some characteristics. A ‘sniper’
characteristic are given on the table below. Cross reference Robot may not need Strength or Weapon Skill if it is intended
the required characteristic with the desired value to find the that its should never take part in hand-to-hand combat. Such
number of build points. Movement is calculated separately, a design strategy makes an overall saving in the cost of 2a Robot,
and is based on the power-to-weight ratio of engine size to but on an unpredictable battlefield it has risks all of its own...
Robot Build Point total.
7 2853008: J 7
SHOES
125516519 C24
Strength S 0 32,
406548. 10: 12° 14 116418.20
Toughness J 294 +6;
8 108122 14.-16)418: 120
Damage Points D = 23 16 + 19:82. 15-118" 21 24 27.3033 ‘36 39: 42:45. 48 51. 54.57 60
Initiative I = G2 NS AEE
6 RNSIR10 41311670 20
Attacks A QV 37 16: 1:9"
F12FF15 18.21: 124 +27+
30
Save
Hard Points
Sv
HP.
| see below
170 0206 4%
6
Equipment E ao
R24
IMPERIAL ROBOTS
21-30 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9 -
31-40 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9
41-50 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9
51-60 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8
61-70 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8
71-80 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8
81-90 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8
91-100 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8
101-110 4 “i -t 5 5 5 5 5 6 6 6 6 6 i 7 7 7 7
111-120
- + 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7
121-130 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7
131-140 3 4 <4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 7
141-150 3 3 4 4 4 a El 5 5 5 5 5 6 6 6 6 6 7
151-160 2 3 3 4 4 4 a 4 5 5 5 5 5 6 6 6 6 6
161-170 2 2 3 3 4 4 4 El 4 5 5 5 5 5 6 6 6 6
171-180 2 2 2 3 3 a 4 4 4 4 5 5 5 5 5 6 6 6
—~
Mm
IMPERIAL ROBOTS
Standard Systems
Communicators
are standard to all makes of Robot, allowing it to exchange
data with its commander and other friendly troops. A Robot
can be slaved to another Robot’s program as long as it possesses
a Communicator.
ROBOT WEAPONS Communicators perform one other vital function. Providing
A Robot has internal and external weapon mountings. a Robot's communicator is working correctly it will never
Humanoid Robots usually have at least one of their weapon select the same target as another Robot. Constant data
mountings as 2 human-like hand. Hands give great flexibility, interchange prevents such a waste of firepower resources.
as the Robot can be equipped with any standard-issue basic
Sensor Packages
or close combat weapon from a unit armoury. give a Robot the equivalent of auto-senses. The Robot has a
The number of weapons carried by a Robot is limited by the 180° field of view to its front (the same as its fire arc). It cannot
number of Hard Points that have been provided during be affected by blinding weapons, although the sensors and
construction. The type of weapons fitted can be of any sort their inherent interpreter and discriminator systems remain
available to the race manufacturing the Robot. the most vulnerable part of the Robot.
Like vehicles and Dreadnoughts, Robots need HP for each
1
Suspensors
basic or close combat weapon carried, and 2 HP for cach are fitted to all the weapons carried by the Robot, thus
heavy weapon. These 2 HPs for heavy weapons are, however, offsetting any movement penalty.
combined into a single mounting for the weapon. The Demolition Charges
impressive Siege Hammer carried by Colossus Robots (sce are fitted to all Imperial Robots. Should the Robot seriously
below) is treated in all respects as a Pounder (see Warbammer malfunction its controller can use the demo charge as the
Siege (p110), and also requires 2 HP when fitted to a Robot. ‘ultimate sanction’ to stop the Robot running amuck. The tech-
Heavy weapons do not reduce the Robot’s Move. adept in charge of the Robot can arm the demo-charges of
Very heavy weapons can be fitted to Robots, and occupy 6 the Robot at the start of any turn by communicator command.
Hard Points or 10 HP for a heavy laser. When this happens roll a D6; on a result of 6 the signal has
been jammed or went unheeded. The signal may be repeated
Although a Robot can be fitted with any weaponry, the Citadel on subsequent turns.
Imperial Robots are supplied with a predetermined selection
of weapons. These have been used to generate the sample During the subsequent Robot Phase the Robot takes D10
robots given later in this article. It is, however, a simple matter special damage results and D10 points of damage as its
to swap arms between Robot models (all the arms and back- demolitions charges explode. This is usually enough to
mounted weapons are interchangeable) and therefore change incapacitate any Robot. Some Robot programs allow a Robot
the details of Robot’s armament. It is also a straight-forward
2
to explode its own demolition charge.
business to convert Robot models to carry other non-standard If the Robot’s communicator is destroyed its Demolition
weapons. charges cannot be armed by its controlling technician.
nr
Legio Cybernetica
maniple, just prior to Operation Carthage.
100
IMPERIAL ROBOTS
A Robot’s Points Value is based on its Build Points, equipment, Tellthe Robot to do something (eg Fire Weapons at
cortex program and weapons. Target or Move towards Target). This a task.
The number of BPs spent on the Robot is divided by two, and Ask a ‘yes/no’ question about the Robot's surrounding,
the result is rounded up to give the Robot’s basic PV. The full position or whatever (eg Target in Weapon Range? or
value of all equipment and weapons carried by the Robot must In band-to-band combat?). This is a decision.
be paid. Each instruction (counter) in the Robot’s program
has a Points Value of 3. Link counters (Go to/Come From Jump through the Robot’s program to another point,
so that the ‘next’ task or decision is not used. This is
counters) are paid for separately even though they represent a link (computer programmers may like to think of these
one instruction - there are still two counters. as the equivalent of GOSUB or GOTO statements).
I
Robot Points Value = (Build Points/2) + Equipment Value +
Each turn the Robot’s program begins at the START instruction.
Weapons Value + (3 x Number of Program Instructions) Each instruction has arrows which point to the following task
or decision. These arrows can be seen as entrances and exits
to program instructions.
Slugwart ordered his lackeys to let rip. Fire lept from hidden Ork In general, the arrows mean that a Robot’s instructions are
Slugwart laughed and jumped down from his cover. As the smoke usually followed in a left-to-right, top-to-bottom order. When
cleared, they saw that onc figure was still standing but not moving. following instructions and arrows the following rules should
had lost it's weapon. As Slugwart approached, he heard whirrs and be remembered:
clicks. The figure turned its head. The flesh on its face was ripped
away to reveal metal. Where there should have been fleshy eyes, there Other models have their actions split across several phases
1 in a
were red lights. There was another whirr as the figure smiled at the single game turn. Robots, however, can execute their
bemused Ork with what was left of its mouth. Shigwart raised actions in almost any order. As a result, there are limits to
his plasma gun. The Bombot said . ‘you
-
are - green, and
the number and type of actions that they can perform. In
fulfilled its programming, a single Robot Phase, Robot may only do the following:
a
101
IMPERIAL ROBOTS
However, it is quite possible for a Robot program to include You must leave a task by the arrow opposite the one where
instructions that tell the Robot to move three or four times. you came in. In effect you cannot ‘turn a corner’ when
The Robot, however, only carries out the first instructions following a task instruction. Once you start moving left-
it meets in its program. A third move or a second fighting to-right or top-to-bottom through a sequence of tasks you
task is simple treated as ‘no instruction’ and ignored. may only change direction when you come to a decision.
Charging is both a move and fight action, so it may be all An arrow can point to an empty space in the program
that a Robot can execute. If the Robot has already moved diagram. If a right or down arrow points to a space (an
it cannot charge (as this would be move + move + fight, ‘instruction’ that does not exist) the Robot finishes its
an illegal combination). actions for that Robot Phase. The program has temporarily
You must be as literal as possible when answering the run its course. At the start of the next Robot Phase, however,
the Robot may START its program all over again.
questions on decision instructions. If, by any chance, the
question is irrelevant to the Robot the answer is always
assumed to be ‘no’, and the no arrow points to the next
instruction in the program.
SAMPLE PROGRAM 1:
GENERAL BATTLE ROBOT PROGRAM
12 INSTRUCTIONS hl
= PV 36 os
x
v
v v wv v
TARGET SELECT TARGET
START»
| » AcoumED!
wv
Ld TARGET
v
2
A»
ENEMY?
w ns
|» GOO
x
hs
:
- HIRE
cies EEE
.
7
»
GOWOB >
"
th hd
v v ~ v
Te CoME GET 0 WET
MOVE
» TOWARD
FROM»
| ® |»
|» CHARGE» |p WEAPON» »
i] RANGE? RANGE? TARGET
v w ns v w us v
— :
Quist
em
—
>
CHARGE ARE
v v
SAMPLE PROGRAM 2:
"TAKE AND HOLD' PROGRAM/DEFENSIVE PROGRAM
THIS PROGRAM REQUIRES THAT THE ROBOT BE GIVEN AN OBJECTIVE (LOCATION)
TO MOVE TO AND THEN DEFEND.
17 INSTRUCTIONS
= PV S51
i [ee FROM
pe >| ;
v
v v v v v rd
- v
»| »
DBECTVE vo
|»
ETN,» (> MOVE
>
TARGET wo SELECT TARGET
6010 5
START REACHED? »
P|» |» acoumedr »
|» »|» a
’
v w ns v vv
ns v wv
ris v w
is ~ i
TARGET wo CHARGE is
La NR.
bP WITHN » oe 5
» Gomes 4 4
08°? FIGHT! i: |
wos v
~ v
» GOO
w
>
»
~
4
FE
v
v v
v
|
MOVE
COME com TARGET
>
FROM FROM
» |» INWPN »
|» TOWARD
»
w ¥ RANGE? TARGET
v Ld wis »
FRE
PO
OWNAT
>
TARGET
102
IMPERIAL ROBOTS
Hg Target Acquired?- Can the Robot see its target, or is the target
hidden or destroyed?
cou 2
Target within 2D6"’ (of objective)? - Is the target within a
ox randomly determined distance? The number of dice to be
= thrown can be altered to increase or decrease the aggression
~ COME
of the Robot.
OM»
¥
D6 Targets within Blast Radius - are that many targets (not
v necessarily enemies) within the area of effect of an explosion?
. .
3 + + = Again, the number of dice can be changed.
TARGET
ii
SELECT TARGET ;
(€
—
TARGET 30677
x necessary to point the Robot in the right direction. With turns
v Lia v v he caused by a Robot collision avoidance system, this may mean
4
¥:
GoTo
a reduction in the Robot’s Move on any one turn.
2
ARE ¥. Fire Weapons at Target - Weapons without the necessary range
~ - do not fire. Only Weapons that are in range are used.
~ 4
Select New Target - place the Robot's target marker next to
N ps >|» coms the nearest model in its line of sight, regardless of that model's
ENEMY?
allegiance. If the Robot must perform Select New Target again
> the next nearest model is chosen and so on... This can happen
To
Tar several times during a Robots activities if the Select New Target
CTs ENEWY)
instruction is part of a loop.
:
v is Any tasks and decisions that you invent should be similarly
v v
~ COME v v clear and simple.
p
|
TARGET OMECTIVE MOVE
oo
>
FROM
1
0 wwe
RANGE?
»
|» Le ACHE » |» TOWARD » E
a
TARGET
v
<
the Oephyrivs library-system on information retrieval assignments.
PROGRAM 4: BOMBOT!
7 INSTRUCTIONS = PV 21
v v v v
MOVE
ORECTVE vo MOVE 06 TARGETS
»
START
» |» REACHED?
|» TOWARD »
|» WEBLAST
» |» TOWARD
ORECTIVE
»
DBECTIVE RADIUS?
v bith v wv vis
v
v v
> >
Lv]x AY
v
wv
~ COME
OM
IN > Exooe
Links
Link instructions come in two parts. GOTO instruction (eg A
GOTO A) means you should look for the relevant COME FROM
(eg COME FROM A) and follow the program from there. A
COME FROM instruction which is read without reading its
companion GOTO immediately beforehand has no effect.
Rather than simply following a right-hand or downward arrow
towards the next instruction, a GOTO points to a COME FROM.
The program is then followed from the new location. COME A
v v v v
GOTO
~ COME COME SELECT BOT BOT
GOTOB » »
» > vd FROM FROM
» (> NEW
>|» RETREAT! 1 2
'c’ ‘B TARGET TARGET JARGET
> ~ - v v v
v v v v v
BOT BOT MOVE MOVE FIRE MOVE MOVE
v -v v v v v
v v v v v
START >
(> EXPLODE!
|[P WPNAT»
FIRE FIRE
WPNAT »
\ COME
FROM »(>
FIRE
WPNAT » (>
WITHDRAW
FROM >|»
WITHDRAW
FROM »
TARGET TARGET ‘A TARGET MELEE MELEE
v v v v v v v
v v v v v wv
v v
WITHDRAW MOVE STAND STAND FRE FIRE SELECT STAND
> FROM > (> INTO
»|P & > &
PIP WPNAT >|» WPNAT P(> NeW P|» & >
MELEE COVER FIGHT FIGHT TARGET TARGET TARGET FIGHT
v v v v v v hd v
v v v wv
v v v
CHARGE CHARGE CHARGE CHARGE SELECT SELECT SELF
Rr ed Lids
3 am
FIGHT!
Sam La
FIGHT! FIGHT!
valid GOTO
A
> &
FIGHT!
(> New
TARGET
>|» New
TARGET
>| DestRUCT
v wv
v ph v v v v
v v v v v v v v
WITHDRAW MOVE
> » »
FROMHTH
COMBAT
(> TOWARD
OBJECTIVE
|» >
>» dig >» >> >
v v v v v v v v
¥ v v v v v v v
> >» >i» [3
>> i» >i» >i» >
THE
SURE
THE
v v v v v v v v
v v v v v v v v OUT
GLUE
CUT
v »; v v v v v v AND
v v v v v v v v CARD
TARGETIN TARGET
IN TARGET TARGET
IN TARGET TARGET TARGET
yo wo wo IN
no TARGET
IN
THEN
,
» CHARGE
RANGE?
p |» CHARGE
RANGE?
p [» AN
» CHARGE
» |» AN » (> AN b>
[> WEAPON » [p WEAPON
» PAGE
v v v v v v 4 v
TARGETIN wo TARGETN
no TARGET wo COVER IN no TARGET TARGET OBJECTIVE
THIS
no
OBJECTIVE PIECE
COVER?
|
REACHED?» » REACHED?
» WAY
OF
w YES Vv YES wv YES Ww YES wv YES wv YES wv YES wv YES A
v v v v v sf v v ON
SAME
THE
WA Ww YES
w YES
w vis w is w ves w YES
w ves
v v v v v v v v BOTH
>
0 yo uo
0» D6 TARGETS TARGET wo TARGET wo ROBOT IN no ARE
AN > HASHVY
|» WEAPON? » |» IN > INHTH
|» INBLAST »
|» WITHIN »
| > ACOURED? » |» 306" OF »
ENEMY? COVER? COMBAT? RADIUS? 306"? OBJECTIVE?
BACK
v v v v v v v v
| |(»
TARGET
|
|
TRGETN wo ROBOT TARGET wo TARGET
1
PHOTOCOPY
,o 1 2> COUNTERS.
DP
CHARGE
» [»
RANGE?
50%
DAMAGED?
» (> A
ROBOT?
» INWPN
RANGE?
> A
MUTANT?
Dp RANDOMISER |» RANDOMISERD
| > RANDOMISER
COPIES
BOTH
Desert Lions echelon left point defense maniple mops up in the closing
stages of Operation Carthage. After climinating the perimeter forts, the
Robot cohort provided extra support for the advancing Rhinos. Subsequent
resistance to Imperial forces was minimal.
46 46 46 46 46 46 46 46
v v v v v v v v
v 13
v +3
FEY 13 - 13
v 13
v 13
v 13
wv
13
>
>|» >> >» > |» >|» MALFUNCTION! >> MALFUNCTION! Ll
2 »
MALFUNCTION!
46
| MALFUNCTION!
46
| MALFUNCTION!
46
| MALFUNCTION!
a6
| MALFUNCTION!
48
| 46
| 46
| MALFUNCTION!
46
v v v =v v v v v
v v v
v 13 1.3
v 13 13 v 13 v 13 v 13 v 13
> » >|» >|» >|» » | 4
»
MALFUNCTION!
4.6
| MALFUNCTION!
46
| MALFUNCYION!
46
| MALFUNCTION!
4.6
| MALFUNCTION!
46
| MALFUNCTION!
a6
| MALFUNCTION!
46
| MALFUNCTION!
46
=
v
v
v
-VW.
v
v
v
v
v LEAR v
v
13 13 3 1-3
13
v 13
v 13 13
[3
>» >|» MALFUNCTION! lL MALFUNCTION!>|) MALFUNCTION! [ES MALFUNCTION!> [> > |» >
MALFUNCTION!
4.6
| MALFUNCTION!
46
| 4.6
| | | | MALFUNCTION!
| MALFUNCTION!
46 “6 46 46 46
v v v Re v v v v v
v 1
v 1
wv
v v v v v
» RANDOMISER
MALFUNCTION!
, |, RANDOMISER
2:5 | MALFUNCTION!
2.5
|| ,, RANDOMISER »
MALFUNCTION
|
25
|| MALFUNCTION! bis
| MALFUNCTION!
>
| MALFUNCTION!
| MALFUNCTION!
|
>
MALFUNCTION!
>
||
6 6 8
END |enD |eno 46 46 46 46 46
V ¥
mere |ueRe V |uere v v v v v
105
IMPERIAL ROBOTS
Ork Raider ‘Snitch’ Plastifang makes the first intelligent decision of his Life.
106
IMPERIAL ROBOTS
ROBOTS IN GAMES
fe of
THE ROBOT PHASE
Robots may carry and fire heavy weapons without penalty.
They are, however, subject to the normal restrictions on slow
weapons,
Unlike Dreadnoughts, Robots must fire all their weapons at
Turns in Warhammer 40,000 are divided into phases one target. If a particular weapon lacks the range to hit a target
dedicated to different types of action: movement, shooting, it is not fired - the Robot’s minor control systems inhibit the
hand-to-hand combat and the like. Over the course of a fire to conserve ammunition.
complete turn a single model can perform all these different Robots count as tall machines and can see over most low cover,
tasks. The phase distinction is made for ease of play only. All
the actions are assumed to happen more or less simultaneously. giving them line-of-sight in most cases. Although a Robot can
see over low cover, troops can still claim a -1 ‘to hit’ modifier.
Robots, however, carry out all their actions in a single part Use of a GM makes settling LoS disputes much simpler!
of the turn, the Robot Phase. This is sandwiched between the
Movement and Shooting phases of the standard game turn. Robots with following fire weapons may repeatedly fire on
The new sequence of play is as follows: different targets (or at the same one) in the usual fashion. This
continues for as long as the Robot continues to damage its
targets.
BR rT AL a
fe Te
Movement Phase
AY Robot
ATA
Phase New
RR ANP lt: Shooting COLLISIONS
4 Phase
SS
or RA ER
PEA
AT Hand-to-hand Combat Phase Robots occasionally run into things while moving. Though
Sn
Te ed Reserves Phase
ats
OE
(2 a
sr Re
oe
es SR Psionics Phase
they're sophisticated machines, their single-minded pursuit
of a goal often leads them to ignore more immediate dangers.
er Phase
Te
Rallying
AE A All Robots are fitted with an Automatic Collision Avoidance
system as part of their sensor package. When a Robot moves
During a Robot Phase each of a player's Robots becomes active, in such a way that it is within 1" of colliding with another
and carries out any movement, combat and the like. Only one object the package takes over and alters the Robots course
Robot may be active at any one time, but the order in which to avoid the obstacle/person/other Robot or whatever.
Robots are active is unimportant. During all the other phases
of the turn (including the opposition's Robot Phase), Robot a There is a small chance that the Collision Avoidance sensors
may do nothing. will malfunction and cause a collision. Roll a D6 whenever
the Robot is about to collide with an object. On a roll of 6
The only exception to this general rule concerns Robots in the Avoidance system fails and a collision takes place.
hand-to-hand combat. See the rules given under Hand-to-hand
Combat for further details. If the system works alter the Robot’s heading by 90° (1-3 to
the left, 4-6 to the right) and move it forwards until the obstacle
While it is active a Robot follows the instructions in its program no longer blocks its original path. Then re-orientate the Robot
until it has performed all the tasks it can. At this point the onto its original course and continue its move. These turns
next Robot on the same side is activated and so on... will inevitably reduce the Robot's Movement in the current
Non-Robot models are never moved during the Robot Phase, Robot Phase.
although non-Robot models in hand-to-hand combat may Should a Robots sensors be damaged or corrupted in any way
defend themselves. Non-robots may break offduring the Robot as a result of special damage roll a D6. The Collision
Phase in the normal fashion, but they are not moved away Avoidance system shuts down on a 6. Collisions will occur
until the Hand-to-band phase of the turn. automatically once the Avoidance system is gone.
107
IMPERIAL ROBOTS
108
IMPERIAL ROBOTS
to zero damage all subsequent damage is treated as special damage. an automatic Strength 8 hit which causes D3
There is no need to roll to see if such damage is inflicted. Wounds/Damage. A crater marker 2” in diameter should
be placed on the battlefield, replacing any other terrain that
is present. Add 1 to the explosion die roll for each turn the
dade
ire. Damage to the Robot’s self-repair systems causes a fire to
Communicator Destroyed break out. Roll a D6 at the start of each subsequent Robot
Phase:
The Robot can no longer exchange data with other Robots
or its controller. It may no longer ignore a potential target
because another Robot has chosen it. Furthermore, its D6 Result
demolition charge can no longer be armed (and therefore 1-3 Fire spreads - the Robot suffers another special
used) by an external controller, damage result.
10-1 Confused! 4-5 The fire continues to gutter in the Robot’s innards,
The Robot turns through 180° and executes its program but no damage is caused
once more, outside the normal sequence of play. The closest
figure to the Robot, once it has been turned round, is treated
6 The fire is extinguished
as the Robot’s target (if it had one when damaged).
12-13 Control Stack Damage 34-35 Firmware interference
After executing each element of the Robot's program roll The Robot’s cortex is shocked and rattled into action, and
a D6. On a result of 6 the Robot finishes its program it interferes with the Robot's overlaid programming.
immediately, even if there is another program element to Whenever the Robot is active it makes an
14-15
be executed.
Cortex Leak
unprogrammed move before carrying out any
sini
action.
other
109
IMPERIAL ROBOTS
59-60
destroyed. If the Robot does not have a PFS
Program Crash re-rollthis result.
81-82 Target Discriminators Damaged
The Robot's sensor system has lost its ability to pick out
The Robot's program copies blank memory onto itself. The targets. The Robot can no longer ‘see’ man-sized and smaller
cortex firmware takes over, and the Robot turns to face its objects.
own ‘home edge’ of the table (or its arrival point if it came 83-84 Targeter Destroyed
onto teleporter
the table by
eich
turns the am)
or dropship). During
at half its
subsequent
AbeRant towards
its starting point. Its original program is ignored. Once the
1
randomly determined targeter is destroyed. If the Robot
has no targeters re-roll this result.
Robot arrives at its starting point it stops moving and powers 85-86 Targeting Error
down. It plays no further part in the battle. The Robot’s target marker is ‘scattered’ 2D6 inches in a
61-62 Program Freeze random direction, using a D12 clockface. The nearest model
Each time the Robot is activated roll a D6. On a result of to this scatter point becomes the new target. The Robot is
6 the Robot freezes in place and performs no actions for unaware that its has cl , and treats this new target
the remainder of the battle. If the Robot is hit while in a as though it were the original.
program freeze it is able to move normally once more, even 87-88 Weapon Co-ordinators Destroyed
if no damage was inflicted. However, 2 D6 must be rolled The Robot’s weapon system has fused and melted. Reduce
on every subsequent turn to see if the Robot ‘freezes’ once its WS and BS by D6 each.
more.
89-90 Weapon Destroyed
63-64, Program Malfunction One randomly determined weapon on the Robot is
One randomly determined decision in the Robots program destroyed.
malfunctions and become random rather than ‘Yes/No’, In
future roll D6; a roll of 1-3 is a ‘No’; 2 4-6 result is a ‘Yes’,
2a 91-92 Weapon Linkages Damaged
65-66 Pseudo-muscles Hit The hand-eye co-ordination of the Robot has been damaged.
Attacks by the Robot are made with a -1 penalty to all ‘to
The Robots servos and pseudo-muscles have been torn. The hit’ rolls.
Robot’s ability to turn is unaffected, but it now moves with
a distinct hobble, and appears to have a degree of stiffness. 93-94 Weapons System Malfunction
Roll 2 D6 and consult the following table: The Robot’s fire control and co-ordination routines have
been corrupted. Whenever it makes any attack roll a D6.
D6 Result On a result of 6 nothing happens - firing pins click onto
1-3 Reduce Movement by D4 empty chambers, the Robot swings miss etc. Remove the
Robot’s target marker; it believes that it has successfully
4-5
6
Reduce Strength by D4
Reduce M and S by D4 each
. ‘killed’ its target.
95-96 Weapons System Shorted
67-68 Range-finder Damaged
The Robot’s acquisition and fire control routines are
activated, and the Robot immediately opens fire on the
The Robots stereo-laser ranging system has been loosened nearest model (regardless of allegiance) with all its available
and knocked out of al ent. All BS attacks are at -D4
‘to hit’ from now on. weapons. If necessary the Robot changes its facing to bring
penalty should be re-rolled at its guns to bear.
the start each Robot Phase.
97-00 Wildfire Damagel
69-70 Sensors Blinded Roll D4 times on this table for the special damage inflicted
The Robot's sensor package has been badly damaged. The
Robot is unaware of any on the Robot’s systems.
more than 2D6" away. In
targets
10
IMPERIAL ROBOTS
Robot Maniples
The Robots described below are usually organised into
maniples (squads) of four machines plus an Adeptus
Mechanicus technician. While it is unusual to include
mlwsles
8 8 5 0
x 2, las-cannon.
PFA ER
E
MIWSIBS|S
hel)
fr
3) le FEY
pie
| T W|I |A |Ldint|Cl
1 YR US 8)
m
Cataphract
The Cataphract class is a heavily-
Conqueror
The Conqueror class Robot is
armoured general-purpose battle designed for use in battlefield
Robot designed for use in almost all situations where heavily-armed
battlefield situations. It mounts a resistance is expected. A major point
range of weapons for various of its design is the combination of
purposes, and although it is regarded firepower with heavy armour, and it
by some commanders as a jack of all is widely used in assault, anti-vehicle
trades and master of none, its and anti-Dreadnought roles.
versatility in a wide range of roles
makes it a highly-deployable and
popular machine.
PR
6
| | 6
Build Points
6 5
total:
8
140
| 11]
6 2 |26| 4 4
VI Dj i {AISV|HPIE
Weapons: las-cannon, bolt gun, flamer.
Equipment: cortex, power field, power field synchroniser. Build Points total:
slid]ef
139 + program.
126] 5/4
‘Points cost: Build points 140/2 = 70 + Equipment 25 +
Weapons 94 = 187 + program. Weapons: heavy bolter, auto-cannon, power glove.
Equipment: cortex, Power Field, Power Field Synchroniser.
Weapon variants: Points cost: Build points 139/2 = 70 + Equipment 25 +
1. substitute heavy bolter for las-cannon: -75 points.
Weapons 65 = 160 + program.
2. substitute melta-gun for las-cannon: -84 points (including
loss of 1 HP). Weapon variants:
3. substitute power glove for bolt gun: +13 points. 1. substitute las-cannon for heavy bolter: +75 points.
4. substitute power glove for flamer: +13 points. 2. substitute melta-gun for heavy bolter: -9 points (including
5. substitute siege hammer for bolt gun or flamer: +9 points loss of 1 HP).
(including 1 additional HP®) 3. substitute bolt gun for auto-cannon: -34 points (including
6. substitute auto-cannon for bolt gun or flamer: +34 points loss of 1 HP).
(including 1 additional HP*). 4. substitute siege hammer for auto-cannon: -25 points.
5. substitute second power glove for auto-cannon: -21 points
(including loss of 1 HP).
Castellan
The Castellan class is a general-
6. substitute second auto-cannon for power glove: +21 points
(including 1 additional HP*).
purpose combat and assault Robot 7. substitute flamer for power glove: -13 points.
developed for use in a wide range of 8. substitute siege hammer for power glove: -4 points
NE battlefield situations. The two power (including 1 additional HP®).
gloves in the standard configuration
make it particularly effective in siege *
Note that the use of multiple heavy weapons may take the
and anti-vehicle roles, and provide an Robot over its maximum of 140 build points.
effective complement to the heavy
weapon armament.
bu
mbH.
MIKE BRUNTON
1n2
| A 3
cv
7
THE MOST OF YOUR MARINES
Having grasped the basic techniques of figure painting, and
gloriously covered your multitude of Orcs in varying shades
of bilious green, it’s now time to look to the future - and get
your sable around some of Citadel’s chunky new plastic space
marines. Read on...
Space Marines have to fight in a vast range a figure together with bits of blue-tac or do so, before leaving the join to dry. Liquid
of alien environments and their camouflage something similar. The figures have been cement dries more quickly than its tubed
schemes vary to reflect this fact. There are also designed to offer a variety of poses, and, if you counterpart.
anumber of marine units, or ‘Chapters’ who have experiment first, you can geta good idea of how
their own, easily identifiable uniforms. Some of you would like the finished model to look. Remember not to use too much glue. A good
these are given as examples in the book, but you join is one where both parts make good contact
are free to create your own designs. There are several kinds of modelling cement and are given time to dry. Too much tube glue
available, from tube adhesives to liquid cement. will turn into an elastic goo that doesn’t have any
Make sure you use a proper plastic modelling strength, warps the proportions of your figure
Like all miniature figures, your Space Marines glue - dont try sticking these things together with and almost inevitably leads to unsightly stringing
will have to be prepared correctly if the results Evostik or rubber cement or you will end up in as you draw your tacky paws away. On the other
are to be worthwhile. Make sure you have all the a real mess. Tube cements are rather thick and hand, apply too much liquid cement and you can
usual tools to hand: a modelling knife (or stringy. They're not the easiest of glues to use end up melting the surface detail on the model.
scalpel); a selection of needle files; good brushes; on models as small as these. However, with a
cleaning equipment and adhesive. The first step little practice, they can be made to double as a Once the models have been built, they can be
is to take the
sprues from the box and wash the body filler for small areas and if you read how painted. Fine sable brushes are the best choice
figure parts in a mild solution of detergent. This Aly Morrison made his figures (see below), for this. A bad workman might blame his tools
will remove any of the mould lubricant remaining you'll see that tube glue is more flexible than you but when it comes to modelling brushes, poor
on the plastic. If you don’t do this, the paint won't might think. quality leads inevitably to poor results so think
adhere to the figure properly, and your masterful carefully before buying. Size 0 and 1 brushes will
work will soon look extremely tacky! More popular though, is liquid cement, be suitable for undercoating and adding most of
available in small bottles ‘from hobby shops. the detail. Painting insignia is more difficult. 000
The parts can then be removed from the sprue These bottles last a long time and every last drop or 00 size brushes with medium to long points
with a sharp scalpel, ready for assembly. Don’t of glue is useable, so they're good value for will be necessary for any really detailed work
try to twist the parts off with your fingers as you'll money. A brush applicator is fitted to the inside here.
almost certainly end up breaking the more of the cap. It’s pretty crude but does its job well
delicate pieces. And mind your fingers when enough. Liquid cement works by melting the But before you rush off and start hacking into
cutting bits free, unless you want bloodstained surface of the plastic and ‘welding’ bits together. your models, take a look at what some of the
armour patterns... The pieces can now be It’s strong and easy to apply. Whichever glue you people here at the Studio have done to their
trimmed with files or modelling knife to remove
a
choose, small amounts need to be applied to the figures. It might give you a few ideas for
mould lines or bits of sprue. Before you start the areas of both parts to be joined. Join the pieces conversions, painting techniques, camouflage
gluing things together, it’s a good idea to stick together, applying just a little pressure as you schemes and insignia...
MORRISON
ALY
* MARINE CONVERSIONS
13
SET
BOXED
PLASTIC
SET
BOXED
PLASTIC
SET
BOXED
PLASTIC
SET
BOXED
PLASTIC
14
Nick Bibby’s Dark Angel marines involved
several conversions. The rocket launcher
equipped marine was the first to suffer some
butchery at Nick's scalpel blade. Two sets of legs
were hacked apart, swapped around and refixed
with glue and body putty. This changed the
figure's stance considerably, resulting in a rigidly
upright pose that emphasised the marine’s careful
aiming. The conical helmet nose was also cut
off and rebuilt with putty to create a menacing
grid-like face mask.
Conversions don't have to involve such detail
to be effective. Another of Nick's marines took
on deadly proportions when its hand was sawn
off and replaced with one of the blades from a
bolter. Another pistol-packin’ brother was simply
given a spare bolter in his other hand. The
resulting impression was the same: Someone you
wouldn't want to mess with.
A word of warning: A
steady hand and a fluid
mix of paint are both absolute musts for getting
this sort of detail to look good. If you're not
confident, practice on sheets of white card or
paper. Remember to use your finest brushes.
Alternatively, you can use artists’ Rapidograph
pens. These can be ideal but they do have their
limitations. They only come in black and the
thinnest point you can buy is .013" which is still
not as fine as a really good brush. Unless you're
careful, it is also possible for the ink to flood
into the paint.
B
i= <
«
B
>
@
3
Q
115
Envy METAL
The group's banner was made from the foil of Bostik-like adhesive and small amounts of
from the rim of a wine bottle, cut and attached body putty, applying small amounts to each of
to soldered lengths of wire (that formed the the sections to be attached. When this was nearly
upright and cross-piece). the banner was raggedly touch dry, the necessary joins were made. The
cut and punched with small holes to give the elasticity of the cement allowed arms to be fitted
effect of battle damage. The bird perched on the to the main body and then moved slightly to
top of the banner was scratch built from body ensure weapon would be grasped correctly. The
putty, and the heads adorning crosspiece were, putty was applied to larger areas (such as torso
predictably, taken from the plastic skeleton range. joins) because it could fill any unsightly gaps in
The whole structure was painted with red the finished construction. When the desired pose
gouache and dusted with black and dark brown was achieved, superglue was run into the joins
crayon powder before the final varnishing was for extra strength.
applied.
The actual conversions were very subtle. On
Even more esoteric were Dave Andrews’ the flamethrower, a hand and grip were
conversions. Dave created all of his conversions repositioned underneath the weapon for a more
by cannibalising a variety of bits from Citadel effective pose. Again, to give character to Aly’s
models, with the sole exception of his ‘foward Inquisitor, the legs were filed and brought closer a
observer’, easily identifiable by the aircraft together to make the figure taller and more
propeller protruding from the rear of the figure. imposing, and the figure's faceplate was altered
Dave used the mid-section of a Citadel Dalek in the same manner as Nick Bibby’s skull mask Figure painter extraordinaire, Sid, whose figures
to form the attachment between the body and conversion. Pouches taken from easily available sported some distinctly esoteric camouflage
blade. pistol sight was added to the top of the
A
Japanese model kits were added to the model for schemes, added them after shading. The layered
figure's weapon to make it look like a target that touch of individuality. strips of colour that make his figures so striking
designator. would have been totally destroyed had any kind
Painting began with an overall red undercoat. of wash been applied over the top.
Another of Dave's figures makes use of a bike Layers of red were painted over the top to bring
from the Judge Dredd figures, whilst another out the strength and depth of the colour (a Sid used a base colour which was then shaded
weird creation has a marine’s torso sat atop a brighter, more fiery red could be achieved by and highlighted in the usual way. Taking
Dalek’s body. An effective but simple job. applying yellow undercoat). Finally, two stages inspiration from ‘jungle’ and ‘tigerstripe’
of washing and highlighting brought out the schemes used by military units past and present,
To
create the ‘bazooka’ figure, Dave simply detail. In the case of the Inquisitor, a black base jagged black lines were painted across the body,
fixed a torso at right angles to a set of legs. This colour was worked up with a dark blue paint mix. and then worked up with thinner, brighter tones.
left wedge between the figure’s body and lower
a
Insignia were pencilled in before being painted The figures speak for themselves.
half, but this wouldn't be important as it would over in the required colours and the metallic areas
The potential for new camouflage schemesis
|
not be visible once the figure had been mounted. of the figures were given a peat-brown ink wash
The bazooka itself was simply made up of bits for a slightly rusty finish. limited only by your imagination. Who's to say |
of sprue from the kit itself. what colours will be necessary to blend into
The dramatic camouflage scheme applied to some strange alien landscape? The main guide
A head cut from one of the metal Ork figures the group leader was achieved by working up is to use complimentary colouring. Some
was added to another marine, whose legs were three tones from yellow to brown which were interesting ideas can be found in the unlikeliest
filed and shortened to give the effect of Orkish painted all over the body. A lighter mottling was of places. Mike Brunton’s subtle ‘winter trooper’
proportions. Finally, the Ork’s metal bayonet was dabbed over this before shading with brown ink was inspired by World War II eastern front vehicle
attached to a shoulder piece for that baroque feel. and highlighting. Strap detail was left ‘clean’. If camouflage schemes. The base colour was a
The ‘Sniper’ was a standard space marine whose you go to the trouble of painting a complex neutral green. After insignia and other detailing
weapon was embellished by adding various bits looking camouflage scheme onto a figure as small was added, Mike used Elf and Ghoul grey, mixed |
from other guns in the pack. Another figure was as this, and then try highlighting and shading
given an Ork’s head and converted hand flamer. every detail, the result will look messy. It's far streaky washes to make it look like a hurried
The whole thing was topped off with a row of better to emphasise one aspect or the other. (re-)painting that had worn in some places and
rockets for a heavy duty look, while the been scrubbed off in others (like on the insignia).
‘Guardian’ was simply embellished with a plastic The banner was made in a similar fashion to
shield and another bayonet-equipped shoulder Nick’s. However, the fringe across the bottom A glance through a military modelling book |
pad. was painted first, then shredded with a scalpel can provide similar inspiration, especially ifit |
blade and given a second coat. depicts WWII German camouflage schemes or
Aly Morrison made the most subtle alterations modern NATO patterning. Even if you only use
to his group of space marines. Most of his figures An important note here, is that while Aly the pattern but change the colouring, your figures
were constructed straight from the box. However, painted his camouflage scheme before shading, are likely to acquire striking individuality. And
to accentuate some of the poses, Aly used a tube the effect he desired was that of a subtle mottling. while we're on the subject of inspiration, the
shoulder insignia Mike chose (four red |
history.
pre
On Tim Pollard’s conversion (which involved a decp bits-box delve). the An carly Rhino kit experiment by Sid. Note the headlamp. cavities. They
simple but effective paint job is highlighted by using some of the decals were painted yellow and filled with PVA glue. The glue becomes
from the spare bits collection. Note the turret mounted multi-melta. transparent when dry, hence the realistic headlamp effect.
Blood Drinker marines take a well-carned rest before driving their two Rhinos into another battle.
18
|
Another Codex
approved scheme,
Codex approved grey. This colour forms the basis for Rhino livery in the
more graffiti and i
more flags. Legiones Astartes, Imperial Guard Rhinos use olive green as th base colour.
Model painted by Darren Matthews.
This conversion by Workshopper Tony Cottrell uses chains, mesh and wire
from the spares box to give the Rhino an extra-heavy feel.
i Two rear views by Darren Matthews.
119
The Rhino armoured personnel carrier is The most difficult aspect of the paint job Sid’s pre-production model was painted
Games Workshop's first polystyrene will be the insignia and banners. Now I'm very quickly with an air brush which is ideal |
construction kit, other than figures, and as sure many of you will adorn your vehicles for subtle camouflage effects. Even if you
|
such follows the same construction and with the utmost of care and skill, but for don’t own such equipment, spray cans ar
painting principles that we discussed when those of you with less time or ability, transfer ideal for providing base colours on which |§
we talked about plastic marines (WD 94). sheets are included in the box. Of course to add further detail. A nice touch on this |i
transfers from other commercially available model is the way Sid has filled the headlight
tf
kit's simplicity will encourage your efforts. painted using Woodland Green as a base local model shop for inspiration. The photos |
Following normal procedure, clean each colour with the camo strides being added here show 3 variants by Bob Naismith,
part with a modelling knife and assemble using a brown ink and Bestial Brown mix figure designer, artist and supremo of our
with polystyrene cement. You can paint the and Orc Brown and Chestnut ink mix. The plastics division. They were made using bis |
Rhino very quickly and relatively easily, in model was then drybrushed with a lighter of Rhino, bits from the bits box, figure |
fact much more easily than a figure. By far tone of the beige (and white). This colour bases, plastic shields, Plasticard, Milliput, |
the most effective method to employ is a scheme follows conventional US winter rivets, aluminium tubing, various metal
drybrushing technique which will give a colour schemes used in Europe. Obviously weapons, and a fair amount of haggis and
weathered, dusty effect. As usual for this you will have to consider the type of planet Royal Salute. Next month we will bring you
technique, having first undercoated and base that your Rhino will operate on, and vary more ideas and a template scheme so you
coloured your vehicle (spray paints are ideal your camouflage schemes accordingly. For can convert your own Rhinos into Bob's
for this purpose), a lighter shade of the base instance, Darren has adopted a brown and designs. You fanatical figure painters oul
colours can be applied. A cheap or old brush black colour scheme for his own Rhino. there need not feel hard done to though, for
is ideal for this purpose, with the bulk of Note the fang insignia and virtually white in the same ish I'll be bringing you a very
the pigment being removed from the brush drybrushing giving the vehicle a very dusty special Realm of Chaos ‘Eavy Metal - weird
with an old rag before application. The look. and wonderful and everything!
brush is lightly drawn across the surface
with swift wrist movements. What pigment
is left on the brush adheres to the raised parts
of the model, effectively highlighting it. Pale John Blanche
greys and beiges produce excellent
weathering effects. Guns, ariels, grills etc
can be painted black, metallic or to choice,
as can rust patches and battle damage.
120
or other licenced items. Not wishing to evoke Assembly
the spirit of legal complication, the vehicle
section was illustrated with drawings. This is 1. Clean out the dispenser. Remove and retain
rather a pity, even though the illustrations are the plastic ‘pusher’ from inside. Rub the whole
attractive. After all, if you have vehicles in your surface with a coarse scourer to remove
manufacturer’s blurb and ‘key’ the surface. A
game you will need models to represent them.
shiny plastic surface is difficult to paint.
121
HEAVY METAL
4. Drill or cut a hole on the opposite side to ‘3”. even more. In retrospect this would have looked strictly necessary. A piece of metal rod, wool
This should be appromimately 3cm from what better, which just goes to show it is worth playing dowel, or heavy plastic sprue would proba
will be the rear of the vehicle. This hole will take around with the shapes before you start gluing. serve just as well.
the so think about where you want the
turret,
turret before drilling. Ensure that the diameter 9. To raise the turret from the
of the hole is about the same as your screw.
6. Once the nose is dry the front cabin is added.
This is made from the 2.5 ml bowl of a plastic
medicine spoon. Any plastic spoon that will fit
deck you will ns
to make a ‘collar’ of Milliput around the scr
This is accomplished as follows. First, sme
5. Use the ‘pusher’ from inside the dispenser to onto the vehicle will do equally well. Fix in place little oil or talcum powder around the hol¢js
make the base for the model. The pusher should with Araldite. Fill in the gap where the spoon have drilled. Then push a wad of Milliput ar
the screw, leaving the tip sticking out. Push
sit comfortably underneath in the hole drilled projects over the curve of the front with Milliput.
“in ‘3’, supporting the model. Apply plenty of turret onto the deck and adjust to yo
Araldite. For a firmer fit mix more Milliput. 7. The rear turret is made from the Sml bowl satisfaction. Once the Milliput is dry the tum
Working from the inside of the dispenser, push of the medicine spoon, although any plastic can be gently prized away from the deck, &
the Milliput onto and around the protruding ‘teaspoon’ will do. I left a tab at the back of the the putty will have set forming a supports
collar. Repeat the
‘pusher’ and into
the Milliput dry.
the hole through its centre. Let turret to fix equipment to. The turret designed
to turn upon a screw ‘peg’ glued into the
procedure and make a small
support under the front of the turret to preva
underside of the spoon. This fits into the hole it drooping. Both supports are invisible once
drilled in ‘4’. model is complete - a single larger support
5. Todrop the vehicle's nose, the dispenser top do the job. If either the screw or dried Millipd
is glued onto the body at an angle. The resulting 8. Glue a %2" or %” screw so that its head it should fall out, don’t worry, just super-glic#
gap can be filled in with Milliput or left as it is. fastened to the underside of the spoon. Ensure back into place.
The effect is quite interesting. If you are prepared the screw projects straight down. I cut the tip
to do a bit of cutting, the nose could be dropped from the screw before gluing, but this is not
® Basic black...
ks good but you can add detail indefinately. © Michael Imming's fantastic conversion.
” mL — 1
sad
|
E— 2 PEE
® The Grav-Attack vebicle in action with s
122
123
GRAV-ATTACK 5. Glue the small tail-piece together and
\
A Grav-attack is a standard Imperium design, 6. Glue the tail-piece directly to the back
produced in considerable numbers by the body.
weapon-shops of the Adeptus Mechanicus on
Earth and throughout the galaxy. Comparable 7. The two ‘eye’ pieces are made from two hal
Millips
variations are used by most Chapters of the Space of a small plastic ball packed out with
Marines. Many are built by the Marines These could be substituted by moulded M
Support and troop carrier versions are also built. same way as the Grav-attack vehicle.
The vehicle is powered by a standard gravitic- 9. Our model is paiitied grey and highlighted wi
reaction motor utilising gravitational counter- light-grey and white. As the Ground-hog is
thrust engines and suspensors. A singlejet engine tunnelling vehicle, it should look rugged
facilitates high-speed forwards movement along
rather shabby - the sort of machine that can
roads and other ‘safe’ flat surfaces. The hull may its way through rock!
be made from any of a variety of materials
depending on local availability. Ideally, armour
comprises a ceramite core overlaid by cellular GROUND-HOG PROFILE
layers of plastic and an outer coating of silicate.
The turret affords all round vision and fire for The Ground-hog is a specialist attack
the las-cannon. Its unique mode of locomotion enables it
under the ground, beneath normal defences, aif
tb
LAND AIR right into the heart of an enemy positioa
Although slow and lumbering above ground,
Max
speed || Ace/
doc | Max
|speed | ||
Min
[speed
Acc/
dec | TRR [Cp
| |
T D |Sv |Eq |W
speed || | |
Acc/
dec
Max
|speed
Min
|speed|
| Acc/
dec | TRR [Cp
| | |
T D Sv |E
|
12. Complete the model by gluing any suitable This conversion represents a special tunnelling
vehicle of a type described in WH40K as
16
| 4 2 |21|9
‘bits’
onto
the deck. A few spare tanks, short wing
fins and interesting looking items will break up
the otherwise flat outline. You can go to town
crawlers. As with the Grav-attack vehicle, you
can build the Ground-hog as a robust model
2 x Bolt-guns
Communicator
+ Auto-aim
g
here, adding more bits, panels from plastic card, suitable for gaming, oras the centrepiece of a
aerials, camouflage netting, and so on... diorama or display. Unlike the previous model, The ‘Hog’ has a threatening appearance
thisis a fairly straight-forward modification of looks good despite some rather heavy |
and which will accept all sorts of interesting paint A small, hollow, plastic ball
effects. Leave the front cabin untextured to Rick Priestley
represent ‘glass’.
1. The front half of the kit is glued together. Parts Meanwhile... The figure illustrated vas.
14. Paint -This particular vehicle is painted in such as the clockwork motor, tranmission and acquired by John Blanche while he was in
the colours of the Dark Angel Space Marines. pilot are consigned to the spares box. West Germany as Guest of Honour af 2
This is basically a very dark grey. The front cabin
is painted pure black and varnished so that it
becomes shiny. Insignia and unit markings were
painted on, whilst extra detail transfers came
2. The interior of the model is packed out with
Milliput to make it more solid. This can be done
convention in Hamburg organised by Citadd
Germany. Michael Imming’s fantastic
conversion of a Citadel space marine (based
during assembly as convenient. on a Chaos Knight) was part of the collection
from a Japanese robot kit. Some of the Citadel that left John wide eyed and boggled. John
shield transfers are quite suitable too. 3. As the model was glued rather than clipped is currently making arrangements for
together as normal, none of the rubber stops are Michael’s work to feature in a future ‘Eayy
The Grav-attack vehicle can double-up as a pat- used. Put them in your spares box as they will Metal, so stay tuned.
wagon for Judge Dredd should you wish. The come in handy for rocket vents and such-like. /
design is also suitable for conversion into a The holes and projecting stubs designed to accept Next month (when John has finally recovered
tracked or wheeled vehicle by adding the the stops are cut away and/or filled with Milliput. from jet lag), ‘Eavy Metal returns to the
appropriate items underneath. As an alternative theme of increasing the quality of your figure
to the spoon cabin, an acetate model airplane 4. The hinge which articulates the body to the
canopy can be used. rear section is cut away with a small saw. periting,
that... ‘Yorsprung
durch technik’ and all
AL
124
aZ
QUICK METHODS FOR PAINTING IMPERIAL GUARD
SQUADS FOR WARHAMMER 40,000 BATTLES
ar.
—
(LH
or
. sowing Death Blade gang insignia and the Commissar skull motifs
125
EAVY,METAL
which allow the speedy painting of whole squads. This Guardsmen showing kill
'Eavy Metal shows you just how good squads of the
Imperial Guard can look with a quick paint job.
I have chosen to paint members of the 9th Necromunda,
the regiment shown on the cover of the Imperial Guard
box and in last month's White Dwarf. The box cover is
an excellent source of painting ideas, but you may, of course,
choose a different regiment, with its own heraldry and
symbols. The two squads I have painted are Commanda
oak] pred
Details of Imperial Guardsmen: facial tattoos, bel 7 markings, belt buckle and shoulder flash
It’s also possible to produce excellent detailed paint jobs on Imperial Guard models, as
shown by the four photographs below. Unlike the other Guardsmen on this page, these
models have been carefully painted as individuals for display as well as gaming.
Blanche
John
and
rr
;
47 18 Ski
Mike
Matthews,
Darren
by
painted
Figures
20
Richard Kernick's wounded Guardsmen Ogryn with ripper
gun and devotional back b
126
QUICK METHODS FOR PAINTING 3 & 4 - Sergeant and Medic: These models were treated
IMPERIAL GUARD SQUADS FOR in the same way as the Captain and Commissar. The Medics
shoulder markings were changed to red so that his shoulder
WH40K BATTLES pads could remain white and add to his appearance as a
The fine detail of the Guardsmen’s badges and symbols Medic.
gives the serious miniature painter a challenging job,
especially considering the non-regulation colour schemes 5 - Orderly with 1st Platoon banner: The banner has
used by so many of the Imperial Guard troops. The Imperial been painted on plain white paper and then cut and glued
Guard gives a marvellous opportunity to create excellent after the painting was complete. The base colour of yellow
painted miniatures, particularly with customized back was applied first, and when dry the red and blue diagonal
patches and camouflage schemes. Gang and tribal symbols cross pattern was painted. A white circle was added in the
give you great scope for your imagination, working from centre of the flag, which was allowed to dry and then
a starting point in the traditional basic imagery of the 41st painted on again to get a good opaque colour. A similar
Millennium - flaming skulls, tiger heads, crossed swords, process was used for the large green wreath; painting a base
bats, rats, scorpions, eagles and so forth. version, allowing it to dry and then repeating the job. A
technical pen was used for the leaf outlines. Finally, the
However, painting such finely detailed imagery is quite detailed face, wings, honour wreaths, numbers and edging
time-consuming. In this article, I'm looking at ways of were painted, with pen outlining where necessary. If you
painting large numbers of miniatures quickly so that you
can get down to
gaming with them as soon as
possible.
This
want, you can use a very fine brush to achieve a better effect
when outlining, particularly on the scrolls and wreaths.
also helps those of you who are new to painting miniatures
and currently find state of the art paint jobs beyond your I made no attempt to render legible lettering on the banner,
abilities. as for gaming purposes the overall effect is perfectly
The basic colours, washes and drybrushing are applied in adequate. If I were to attempt a complete artistic rendering
the usual way as described many times in previous 'Eavy of this banner I would have tackled it in the same order
Metals. Both the picture on the box cover and the uniform but with foil instead of paper, and inks for shading the base
guide in last month's issue of White Dwarf are good colours. Each letter would have been carefully and
reference sources for painting Imperial Guard miniatures. individually painted so that the words were legible. To make
There are various methods I employ when adding detail all this easier and to make the result more imposing, I would
to models that make life a little easier, and painting faster. probably have used a larger flag by removing the banner
Although an individual miniature painted in this way is not pole and replacing it with wire. Although the finished effect
going to win a Golden Demon Award, the overall effect would have been better, I would have had to spend a great
of 2 whole squad painted with similar patterns and deal of time on it.
colouring is aesthetically very pleasing. The Orderly's red helmet crest was painted using a base
The numbers below refer to the photographs on pages 74 of Hobgoblin Orange, with a wash of red ink applied for
and 75. Note that some of the numbered models appear shading. Pink drybrushing (made from a mix of red and
in one of the two main photographs, not as separate white) was used for the highlights. The final result is a red
photographs. plume. If I had painted the crest with a base red to start
with, the overall efect would have been much duller. This
Command Section and Tactical Squad: The main also applies to the red used on the officers and Commissar
photographs show how a good overall effect is achieved models. I wanted the red to be very martial and to stand
when the miniatures are seen as a squad. Note the similar out against the much drabber Guardsmen - the red ink
positions of the models’ arms and legs, adding to the unified shading on the orange base gives me the brilliance I desired.
effect. By adopting this common style of positioning, you
can imply an overall direction of movement. Arms and legs 6 - Guardsmen: The two Guardsmen models in the
placed in a multitude of positions would spoil the Command Section show the tribal deathblade symbol on
impression. Painting all the models as a group rather than their leather cut-offs. A very simplified skull and scroll
one at a time also makes it easier to achieve this unit effect. shape was used here, and again no attempt was made to
paint the badge detail, with only the basic shapes and
1 -
Commissar: The basic black paint job offset by red squiggled black lines for the words.
and yellow creates a very suitable militaristic look. To keep
the brilliance of the red for the collar, cuff, patch and
epaulettes, these areas were first painted white to cover any
overlapping of black. Yellow piping was added to the cuff,
collar and coat, carefully following the edges of the model.
2 - Captain: This particular officer and others of the
Command Section have chosen not to wear the official grey
of the Guard, and have replaced their regulation attire with
much smarter white uniforms. An efficient way to paint
their trousers and gloves is to simply apply a warm brown
wash (using a brown and yellow mix) to the undercoated
model, and then, once dry, to drybrush with white. A
brown ink wash can be used on the boots and legs of all
of these models to create a weathered look. Breastplates
of the Command Section models can be treated in a similar
fashion with a wash using a brown and red mix over a base
colour of gold. This picks out the embossed details which You can, of course, paint this or any other chosen symbol
can be further highlighted by a light drybrushing of silver. with greater care if you wish.
127
7 & 8 - Details of the Commissar: Skull motifs are 12 - Kill Banner: This is made from paper and then glued
popular amongst Commissars, in particular with those onto the gun barrel. The banner is simply painted red with
coming from Death Blade gangs, and they are used white dots depicting small skulls (the kill markings) -
extensively on this model. An easy method of painting a remember that it is easier to paint the banner before sticking
skull is to use a small brush and to dab a circular shape for it onto the gun.
the skull top, with a smaller drawn-out shape at the bottom
of the circle for the upper jaw area. The eyes can then be 13 - Facial Tattoos: A variety of tribal markings can be
dotted in with black. chosen to suit the gang or tribe from which your
Guardsmen are drawn. Members of the company have 1
chosen to paint come from the Death Blades gang and all
have two chevron-shaped blue facial tattoos:
Ad kd
All chest plates can be painted yellow, with any red
markings added afterwards. When thoroughly dry,
numbers can be added with either a brush or a technical
pen. 16 - Shoulder Flash: The shoulder marking is a letter 'F’
Kill markings on gun barrels can be either white stripes, for FCompany with a stylised Imperial Eagle motif. This
or black stripes on a white background - remember, is best done by first painting on the ‘F' and then painting
however, that it can be difficult to work on curves. a triangle on either side. When this is dry, paint in the black
lines on the triangles that mark the wing shape.
9 © or or
Bases are first painted green and then covered with fine
sand sprinkled onto glue, which is finally drybrushed
lightly with Spear Staff Yellow.
So there we are - some quick and simple solutions to
painting whole units of Imperial Guard models, allowing
you to easily build up a large force of painted Guardsmen
ready for the wargames table.
The other four miniatures shown here are also part of the
11 - Camouflage Striping: Once more, a reverse technique Imperial Guard. These models, however, have been painted
is used. Instead of painting a black stripe and outlining it carefully with all the details added, showing what can be
with white, it is much easier and quicker to paint a white achieved with a little more time. These miniatures could
stripe and, when dry, add the black stripe in the middle certainly be found as part of an army, but they are also
of the white area. suitable for display as examples of fine miniature painting.
128
month's extract from the
Thisgreat
&} book known as the
Index Astartes deals with the
official order of battle for all
Space Marine Chapters -
the Codex Imperialis.
IRIE
ON
7
ASTARTES]
pu
|
ORGANISATION
The Legiones Astartes are organised into 1000 Chapters, each
led by an Imperial Commander. Chapters are autonomous
units, each very much like a self-contained army with its own
uniform, transport (including spaceships), specialist non-
combatant support personnel and home base (usually a fleet
or planet based Fortress-Monastery).
A Chapter’s fighting force of around 1000 Marines is divided
into 10 Companies, each commanded by a Captain assisted
by a Lieutenant. The exception to this is the 1st Company
which is composed of the most experienced combat veterans
and led by the Lt Commander of the Chapter. Within a
company, Marines are organised into 10 man squads, one of
whom is a Sergeant.
TACTICAL ORGANISATION
For any given battle, squads are equipped and organised
according to operational requirements, and this results in three
basic types of squad; Tactical, Assault and Devastator.
Tactical Squads are all-purpose units, capable of accomplishing
most battlefield tasks. Assault and Devastator Squads are
equipped for close-combat and heavy weapon support
respectively.
129
SPACE MARINES ARMY LIST
Standard Equipment
MARINE ARMY LIST Standard Equipment has a pre-set points value. If this option
The Marine Army List below represents the organisation and
is selected,then all of the hardware specified must be taken,
Unwanted items can be given to other personality models. The
equipment specified in the Codex Imperialis. Personalities (ie,
high ranking or specialist Marine personnel) have access to pre-set points cost of Standard Equipment must be added
rare and unusual equipment not normally available to ordinary to the Points per model cost.
Marine troopers.
The list allows for the assembly of a task force or ‘detachment’
of Space Marines, including any vehicles, support weaponry
and special tactical equipment required. The overall
composition of the force will depend on the nature of the
task assault, heavy weapon support or whatever the situation
-
iii
‘9
or
ERS 3
£4] Za
{AY
130
SPACE MARINES ARMY LIST
pS
Techmarines in Action
A Techmarine, though linked to a particular machine, does
not have to remain with it during battle (drivers are an obvious
exception to this). Techmarines can move and fight just like
Examples of Liturgy any other personality model, and it is useful to deploy them
According to the ancient wisdom of the Adeptus Mecanicus, on the battlefield since, in addition to providing extra
a
support weapon or vehicle will only perform well if the firepower, Techmarines are capable of fixing vehicles that have
correct rituals are observed during maintenance and use. Such sustained critical hits.
rituals must be learned by heart. Since there are many intricate When a vehicle has received special damage as a result of a
rites to be learned, with a variation for every conceivable critical hit, a Techmarine may attempt to restore functions.
circumstance in battle, it is not surprising that it takes thirty Special damage other than damage to occupants or complete
years fully to instruct a Techmarine. destruction of the vehicle can conceivably be attended to by
the Techmarine, whose technical expertise is profound. To
represent this, roll D6 when the Techmarine arrives at the
a
131
SPACE MARINES ARMY LIST
DETACHMENT COMMANDER
This will be the highest ranking personality in the force, selected from the first 3 officers
listed below.
) [] DER
: Cl [WP
I SITIWIIIA[Ld)
CHAMPION
4|5|5/4f3[1[s[1[8
[8 [88
4/6/6]4la(2]6[2/9]9(9]09
||
MINOR HERO
MAJOR HERO
4/6/6/4/4/316/31 9191/1919
Second in command and right hand man to the Commander of the Chapter, the Lieutenant
Commander is often delegated command of important task forces.
DA BOLT PISTOL
FRAG GRENADES
DF 9
0 D D
» DOLD
BOLT GUN
CHART routs rrsmowr fj POWER SWORD
STANDARD WEAPONS od 3
:
\
J J J U
Ks
J
3
TIWI TIA [Ld [lot] Cl] [WP
CHAMPION
MINOR HERO
4|5|5/4/3/1!15/1.!
4|/6/61414/216/2|
8
9
8
9
8
9 | 8
9
R HERO 416/6/4/4/3/6/3]19 9-1-9 9
Each Marine Company is commanded by a Captain. His banilefield role is to move among
the squads of the Company lending his support where it is most needed.
4
KNIFE OR COMBAT ACCESSORY
BOLT PISTOL
oe
FRAG GRENADES
0 EQ
D D
Poin
JUMP PACK ce ~
|
.
* y
J J J | J » J J J J J
| M
5
q
IS ITIWII JA] (Int C1 [WP PR SITIWI1iA
I (&]
CHAMPION
MINOR HERO
4|5/5/4/3/1/5/1/ 881/818
4|/6/6|4/4/2/6[(2|9 (99159
CHAMPION
MINOR HERO 4|5|5]4/3/1]/5[/1|8
416|/6141412(612]19 |[99159
8 81.8
MAJOR HERO 4/6/6/4/14/3/6(3/ 9191919 OR HERO 416/6/4/413/6/3191(19191]9
The Lieutenant is second in command to company
a Captain and acts as hand his right man Each company has a Marine Chaplain responsible for spiritual welfare. The Chaplain moves
His tactical role is similar to that of the Captain, exercised under the Captain's instruction. among the squads of his company inspiring Marines with Battle-Liturgy and by his
Should the Captain fall, the Lie d of the Company. heroic example.
assumes co
J
OPTIO 0 D
9
Q
DARD Q
poin
Q D D EQ
6
poin
DD 0 0 DDITIO Q
JUMP PACK. -
JUMP PACK 3
CROZIUS ARCANUM
132
SPACE MARINES ARMY LIST
The Mastery
Level determined
of the Librarian is by a roll on a D4. Randomly determine the appropriate
Psi-Level and number of abilities as indicated for the Level of Mastery. The points value given includes
the cost of abilities and is added to the basic points value quoted above.
| J | UR HERO 0-1 COD U
I
|
0-1 EMSTO INO {
Int
2 2 606 206 85 pos
4
2
TIWIIiA | C1 [WP 3 3 906 D6 120 pis
LEXICANIAN
CODICIER
414/443 [1]a[1]/8
[8881
4|s5[slaf3]1(s5[1]/8 [88 [81] 4 ‘ D6 406 245 pis
IPISTOLARY 4(6|6/afa]2[6[2/9[9]19[9
416/64
1} Randomly determine psychic abilities using a D10. Random determination between appropriate levels
can be made using any appropriate dice (ic D2, D3 or D4),
[HIEF LIBRARIAN 3/16/39 Level
Ubrarians are batile-scribes with important communications and reconnaisance duties. The 1
Level 2
i
{ibrary is the centre of psychic activity of the Chapter, and Marine Librarian Psykers provide | Aura of Resistance I
Aura of Protection-
luluable psychic support on the battlefield. 2 Cure Injury - 2 Ectoplasmic Mist
3 Hammerhand 3 Jinx
5
6 Steal Mind 6 Sense Presence
RESPIRATOR AND AUTO-SENSES
7 Telekinensis | 7 Smash
KNIFE OR COMBAT ACCESSORY
8 Telepathy | 8 Telekinensis 2
BOLT PISTOL
FRAG GRENADES
9 Teleport | 9 Telepathy 2
~
10 Wind Blast 10 Teleport 2
0-6D6 TECHMARINES
TECHMARINE 17
1A
a latalalalalalals [81818]
fechmarines are Marines with specialist technical knowledge. A varying number of
Rchmarines will be allocated to any detachment requiring support weapons, vehicles or
other tactical equipment. The number of Techmarines available will determine the
amount
of such equipment available to the detachmeni.
BASIC EQUIPMENT
POWERED ARMOUR WITH COMMUNICATOR,
RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY
BOLT PISTOL
OPTIONS
SPECIAL EQUIPMENT CHARTS STANDARD EQUIPMENT:
NONE NONE
ADDITIONAL EQUIPMENT
JUMP PACK
BOLT GUN
FRAG GRENADES
FIELD MEDIC
4|5/5/4|3/1]|5]1(8
TIWil
|8 |8 a [8
416/16/4(4/121612(191]191(919
Medics are battle-brothers with special medical training. Their tactical role is to provide
medical assistance to fellow Marines in combat, and to ensure retrieval of the gene-seed.
For further details see White Dwarf 102
BASIC EQUIPMENT
POWERED ARMOUR WITH COMMUNICATOR,
RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY
BOLT PISTOL
FRAG GRENADES ENERGY SCANNER
BIO-SCANNER MEDI-PACK
OF U
3 D D EQ
CHART
STANDARD WEAPONS
ROLLS
01
FTSROLL
3
a O Q
¢
DE
quad D-4 FA
24
DO DE
auad
SITIW[I]A
Cl
| Cw
H
FEROMILR: WP
SITIWII{A
MARINE
4/4/4/4/3]1/4]1/| 8 8 8 8 M A
4/4/4/4/3]1/4/1] 8 8 [8]!
Tactical Squads are the basic fighting unit of the Chapter; armed, trained and Assault Squads are armed, trained and equipped for storming actions. Their
equipped for a flexible role in battle. armament primarily features close combat weapons.
BASIC EQUIPMENT
POWERED ARMOUR WITH COMMUNICATOR, POWERED ARMOUR WITH COMMUNICATOR
RESPIRATOR AND AUTO-SENSES RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY KNIFE OR COMBAT ACCESSORY
BOLT PISTOL FRAG GRENADES BOLT PISTOL BLIND GRENADES
CRACK GRENADES FRAG GRENADES
J
p
DOF )
add onal po D
0 (FREE)
WEB GUN
(WITH TARGETER & SUSPENSOR
2
0 (FRER
LASCANNO: <
SHURIKEN CATAPULT
(WITH TARGETER & SUSPENSOR)
8
MULTI-MELTA
i
20
POWER SWORD 0 (FREE) WHERE APPROPRIATE)
EQUIP ALL SERGEANTS WITH ADDITIONAL: EQUIP ALL SERGEANTS WITH AD! ONAL:
CHAINSWORD 2 WEB GUN 2 GRENADES POWER AXE 6 GRENADES: VORTEX (1) pal
POWER AXE 6 PLASMA (1) 1
POWER SWORD 7
VORTEX (1) 25
MELTA 3
BLIND 0 MELTA BOMB 40 STUMM 5 GRENADES: £0 STUMM
CHOKE. 5 PHOTON 0 TANGLEFOOT 0 ANTI-PLANT Ss PHOTON 0 TANGLEFOOT ]$
CHOKE 5 RAD TOXIN GAS
40
CRACK 20 RAD
0 TOXIN GAS 5
STUMM %
CRACK 20 RAD 4 TANGLEFOOT
1
| ) :
ATOK SUUADS ¢
J DO 1]:
uaa
i
SITIWiT{A|Ld [Int] Cl |W
MARINE 414/(4/4/3]1/4]1/ 8 8 8
| 8
Devastator Squads are armed, trained and equipped for a close support role.
Their armament primarily features heavy weaponry.
BASIC EQUIPMENT
POWERED ARMOUR WITH COMMUNICATOR
RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY
BOLT PISTOL FRAG GRENADES
STANDARD EQUIPMENT
SERGEANT: BOLT GUN
S§
MARINES: BOLT GUN
2 MARINES: MISSILE LAUNCHERS
(INCLUDING TARGETERS &
SUSPENSORS) WITH FRAG AND
CRACK MISSILES
2 MARINES: HEAVY BOLTER (INCLUDING
SUSPENSORS)
BEAMER. . ..
GRENADES
HAYWIRE
4 SMOKE §
KNOCK-OUT 5 STASIS 0
ANTI-PLANT 5 MELTA-BOMB .
40 STUMM $
BLIND .
0 PHOTON LY TANGLEFOOT 0
CHOKE 5 RAD 40 TOXIN GAS $
CRACK 20
EQUIP ALL MISSILE LAUNCHERS WITH: (points cost per Launcher is per Squad)
ANTI-PLANT % MELTA-BOMB B
STUMM %
BLIND 1
PHOTON
1
TANGLEFOOT
1
HAYWIRE
4 SMOKE %
KNOCK-OUT
] STASIS 4
SPACE MARINES ARMY LIST
TERMINATOR SQUADS
J
). 4
DR [) ) \ UN ‘
t - - -
| 2 $ $
.
Db oh U
i
(Wil
MIWSIBS|
MARINE (x4) 4
5/4131115/1/8181818
LEXICANIAN [4 [s|s|alalafs|1|s[8[8]s
SERGEANT 4
4131115]1
8 8 8
CODICIER
EPISTOLARY sl6lelalsli]eli|s]s[s8]s
CHIEF LIBRARIAN
{4]712141412]712]9
4
| 7 [7
[a [als [713 99
9 lo
9
BASIC EQUIPMENT
TERMINATOR TACTICAL DREADNOUGHT
ARMOUR
(AEGIS SUIT WITH
PSYCHIC HOOD)
STORM BOLTER
FORCE AXE
’
rs
OPTIONS
POWER GLOVE
LIBRARIAN MASTERY PSI-LEVEL ABILITIES
OPTIONS LEXICANIAN | AD6 IDG
CODICIER 2 ODO 2D6
REPLACE AY NO POINTS COST:
EPISTOLARY 3
9D6 ADO
ITEM TO BE REPLACED REPLACEMENT CHIEF LIBRARIAN g
12D06 DO
POWER GLOVE (WHOLE SQUAD) CHAIN FIST
HEAVY FLAMER ASSAULT CANNON
JINX
1
IMMUNITY FROM POISON MENTAL BOLI
0 5 MENTAL BLOW RALLY
. 0
0 0 DO
G6
STEAL MIND SENSE PRESENCE
ar
E: SMASH
CHAMPION
MIWSIBS|S|TIW|1ia|udim|c [wp
y Lo I'ELEKINESIS 2
HERO
sl6l6l4a3]1 8
|
1
MAJOR HERO
| 4
71414[3/17213
BASIC EQUIPMENT
TACTICAL
9 9
I
LEVEL 3
AURA OF RECALCITRANCE
LEVEL 4
AURA OF
INVULNERABILITY
po
inn
DREADNOUGHT
2 ANIMATE WEAPON CHANGE ALLEGIANCE
STORM BOLTER
3 CAUSE CONFUSION CURE WOUNDS
POWER GLOVE WITH
+
CAUSE FEAR LIMBO
GRENADE LAUNCHER
5
(FRAG OR CRACK) DESTROY AURA MENTAL BLAST
POWER SWORD y
9 TELEPATHY 3 TELEPATHY 4
®
fo at [1] IRANSFER AURA FEMPORAL DISTORTION
S|yey vi
ro
a
UPGRADE CAPTAIN:
UPGRADE POINTS/MODEL
REFRACTOR FIELD 060
135
SPACE MARINES ARMY LIST
Customised Armour
All Marines, regardless of rank, are issued with the standard
panoply of their Chapter. Design details of this armour may
vary according to the traditions of the Chapter and the
Power Shield materials and equipment available to them.
Power Shields are commonly used by Marine Assault Squads In many Chapters there is a tradition of allowing individuals
where a decision has been made to sacrifice one hand-held to modify equipment according to their own tastes or that
weapon for additional close combat protection. of their Imperial Commander. The most common
A Power Shield is a thin sheet of plasteel with a very small manifestation of this is that personality models will often have
Power field generator incorporated into the design. The shoulder plates, helmets or breastplates of distinctive design
generator produces a small field sufficient to cover the surface to distinguish their specialist role. For example, Chaplains
of the shield. favour skull-shaped shoulder plates and breastplates, Officers
have skull and eagle motifs, Medics are distinguished by the
The form of the Power Shield varies considerably from Chapter snake emblem, and Techmarines with the claw emblem.
to Chapter. For example, the Crimson Fists favour coffin-
shaped shields, while the Blood Angels use a cruciform shield STANDARDS
and the Iron Fists bear shields moulded into the shape of a
medieval armoured gauntlet. Often a cloth banner bearing By thy colour will he know thee,
Chapter insignia will be hung below the Power Shield, and By thy banners will he fear thee,
on ceremonial occasions high ranking Chapter officials are By thy standard will he dread thee,
often accompanied by a bearer with such a shield. Cry Marine, and let spit the weapons of war.
A model equipped with a Power Shield adds 1
to its saving Anon
throw against all shooting hits. At short range or in close
combat, add 2 to the saving throw. No addition is made to Back Banners
the saving throw against explosions. The display of back banners is a manifestation of many
Chapters’ conception of war. At no extra cost all Marines can
Imperial Stasis Field be equipped with a telescopic aerial on their backpack,
The Imperial Stasis Field is a further development of the complete with integral Chapter or squad banner. These banners
primitive Stasis field which is commonly available. The are used on ceremonial occasions, and are often displayed in
advantage of the Imperial Stasis Field is that the duration of battle to help identify Marine units. It is common practice for
its effect can be controlled. In the turn in which the model one member of each squad to display his banner, which acts
activates his field, he can nominate how many turns he will as a focal point for the rest of the squad, and marking its
be ‘in stasis’, reappearing at the end of the final turn nominated. progress on the battlefield. Volunteering to display the banner
is considered an act of heroism and a privilege eagerly sought.
An outstanding example of this has been passed down in a
Sl
legend dating back to the 30th millennium. Several Marine
detachments from different Chapters had been assembled for
the final assault on the enemy positions, but victory was by
no means assured; the battle, and consequently the outcome
Combination Weapons of the war was held in the balance. It was as if the gods of
‘Combi-weapons’ are custom built devices which incorporate war were witholding their judgement, and were waiting to
two or more firearms in one unit. The component firearms see which side was most worthy of victory. Then the divine
are a mixture of Standard and Close Combat weapons, and inspiration of the Emperor of Humanity descended upon the
the user may fire one, some or all of these weapons commander of the detachment, and he gave the order; ‘Let
simultaneously. the banners be flown, for this is the moment of destiny.’
Each combi-weapon is meticulously crafted according to the Thereupon, in each and every unit along the entire battle line
requirements of a particular individual. Consequently, each the panners were unfurled, and it was like a great wave to
behold. Then the commander gave out a cry saying, ‘The gods
one is expensive and unique, and typically only used by high
ranking Chapter personnel, wealthy adventurers and of war are with us,” and the entire line advanced with weapons
bounty-hunters. firing. The victory was won.
Some combi-weapons can incorporate 3 or 4 component Chapter Ceremonial Standards
weapon types; various shields, smoke dischargers, micro- Any Detachment may have one of the Chapter's ceremonial
grenade launchers, Las-cutters, Phase field generators and any standards at the discretion of the Detachment Commander.
other features according to the individual's specification. The standard may be carried by any Marine model or mounted
Battlefield combi-weapons are usually less complex, rarely on a vehicle. Most ceremonial standards are between 4 and
incorporating more than three component weapons. 8 feet square and bear the insignia of the Chapter together
with sacred motifs and battle honours acquired in former wars
Combination weapons are only available to Marine Officers and campaigns. Ceremonial standards are also hung in the
by means of random generation from the Special Equipment Reclusiam and revered as sacred embodiments of the fighting
Chart. If a combi-weapon is taken, its component firearms
should be generated randomly as follows: spirit of the Chapter. Many of these standards are ancient and
venerable relics which have been carried into battle time and
D6 Number of Barrels time again by generations of Marines. Old, tattered and fragile
1-3 Double-barrelled banners are devoutly restored, and new battle honours added
4-5 Triple-barrelled to them.
6 D6 barrels Every Chapter has its own heroic tales and legends associated
Once the number of barrels has been determined, the weapon with its battle standards. One such story concerns the banner
of the Lamentors. After their involvment in the Badab War,
type for each barrel is generated randomly by rolling on either the banner was but a tattered remnant, having been in the very
the Standard or Close Combat equipment chart (player's
choice for each barrel). These rolls do not cost any extra points, midst of the worst fighting. When the Lamentors were granted
and non-firearm results are ignored (roll again). the Emperor's forgiveness for their part in the rebellion, the
banner was given to the Adeptus Sororitas to be resorted and
Every weapon includes the appropriate number of suspensors purified. Their handiwork was indeed inspired by the Emperor
and a targeter. Even so, for each ‘barrel’ fired simultaneously Deified, and it is said that they wept as they wove,
the model suffers a 1 on each ‘to hit’ roll (ie —1 if one barrel
—
contemplating the Emperor's great sacrifice for Humanity. The
fired, —2 if two barrels fired and so on). If more than one banner became known as the Banner of Tears and was taken
barrel is fired the model cannot move on that turn. with the Lamentors on their penitent crusade.
137
SPACE MARINES ARMY LIST
Dreadnoughts
0-2000 points of Dreadnoughts are available to the Detachment
Commander (with 1 Techmarine required per Dreadnought).
Each Chapter has an extensive reserve of equipment, weapons For full details on Dreadnoughts see White Dwarf 100.
and so forth which can be used by a detachment. In principle, Dreadnought Class Cost (each)
the full range of hardware is available, but at any one time Contemptor 201 points
various operational and manning constraints limit the options Deredo 216 points
open to the Detachment Commander, and this is reflected in Furibundus 277 points
the lists below.
Most of the equipment, support weaponry and vehicles used Robots
by a Marine Chapter will require Techmarine custodians, 0-4 Maniples of 4 Robots (0-1000 points per Maniple including
drivers or crew. Use of all this equipment assumes a sufficient program) with 1 Techmarine required per Maniple. For full
number of Techmarines as generated by the Army List. The details on robots see White Dwarf 104.
precise requirements are as follows: Robot Class Cost (each)
(standard version)
Vehicles Crusader 170 points
Apart from single-seat bikes, each vehicle requires a Colossus 110 points
Techmarine custodian. Any listed vehicle may be substituted Castellan 140 points
by a vehicle of the player's own design providing that the new Cataphract 190 points
vehicle does not exceed the points value of the vehicle being Conqueror 160 points
replaced. However, the mode of propulsion may be different
(tracks, wheels, hover etc), as desired by the player. The robots may have programs selected from the following:
Program Cost (each)
Personality models may be mounted on: General Battle 35 points
Vincent Black
Black Shadow
Shadow motorcycle. .
sidecar combination. .
. .
per model
.
.. 1%
80
140
pts Take and Hold/Defensive 50 points
pts per model
MKI14 Bullock Jet Cycle. .
.
......
24 _H0 pts per model Defensive 45 points
Imperial Land .............
JU 200° pts per model
Bombot 20 points
Speeders...
............
OC
vm Lar UTR Ey
Gerard ee
RE
A
fos
fee
"> 0!
(7
All points values in the following list have been rounded to the nearest 10 points.
I
5¢
“7
5|
“| ¢|
||
DlVehicle
VINCENT BLACK
SHADOW BIKE
BLACK SHADOW
COMBINATION
MKI4 BULLOCK
JET CYCLE
IMPERIAL
LAND SPEEDER
Land
32
24
30
24
Dec
16
12
10
8
Air
Max Acc/ Max Min Acc/
300 10
Dec
30
TRR
Bool
1
To vemiciee
CpT
2
gi
7
D
15
Sv
Dos 6
56
6
Eq W Equipment
ff
6
8
8
6
Tpeler
2
1.
2
PV
1wg0
140
70M0
200
firing Melta-gun
1')| RHINO 16 4 1
128 40 4-6 12 10 1” radius Power field and 2
Bolt guns {provision for 1 370
synchronise, Auto- aim, Auto-fac, 8 weapons points)
Auto-drive, Ejector seats,
2 Targeters (Bolt guns),
Communicator,
scanner, Rad-counter, Medi-pack
750) LAND RAIDER 20 7 1
128 50 26 14 12 2x 1”
radius
Power fields & 2 Las-cannons on each
synchronisers, Auto-aim, Auto-fac, sponson (sychronised fire),
Targeters (sponsons), 2 Heavy Bolt guns
12 750
GRAV-ATTACK 20 6 1 5 7 22 56 8 8
Auto-aim, Targeter, Energy scanner Multi-laser (turret
mounted), 2 forward
firing Bolt guns (fire at
5 240
same target)
Land Air
Weapon Max Acc/ Max Min Acc/ TRR CpT D Sv Eq W Equipment Armament Crew PV
Dec Dec
RAPIER 24 6 2 8 15 6 4 4
Tgeter Multi-Laser 2 180
al
DEREDEO 3 8 6 7 10
672 36 3 6 Standard sensor 1” radius
Power field with Power field
1 Bolt Gun, 1 Missile Launcher
(each
limb has own targeter program), Crack
220
FURIBUNDUS 3 9 1 10 20
671 26 3 4 Sundard sensor package, 1” Power 2
synchronised
Bolt guns, "280
field with Power field synchroniser 1
Las-cannon
(each limb has
targeter program)
own
Class T PV
CRUSADER
8-5 8 8 6 2 46 4 1
Conex 2 Power swords, 1
Las-cannon 170
COLOSSUS 4 4 8 0 10 17 4 1
26 4 4 Cortex, Power field with Power Siege Hammer, Bolt Gun, Melta gun 110
field synchroniser
140
SPACE MARINES ARMY LIST
HEAVY WEAPONS
Fe
The Special Equipment option presented in the army list
Cost: 50 points per D100 roll
Maximum number of rolls: 1
oT as may add 15 to
CAPRI we each D100 roll 01-12 Frag
Chief Librarian. may add 20 to each D100 roll 13-25 Crack
.........
Master of the
APODECATION 40 coiov viaiaiore may add 20 to each D100 roll
26-28 Smoke
29-31 Anti-plant
Lieutenant Commander. . .may add 20 to
. each D100 roll 32-34 Blind
35-37 Choke
For example, a Captain rolling 48 on the Standard Weapons 38-40 Hallucinogen
Chart may add 15 to take his score to 63. This allows him the 41-42 Knock-out
choice of Bolt gun or Flamer. The bonus can result in scores 43-44 Photon
over 100, and the charts have been extended to allow for this. 45-46 Scare gas
47-48 Stumm
49 Tanglefoot
STANDARD WEAPONS 50 Toxin gas
51-58 Haywire
Cost: 3 points per D100 roll 59-65 Melta-bomb
Maximum number of rolls: 1
66-72 Plasma (1)
80-86 Rad
01-05 Shotgun 87-92
06-10 Stasis
Needler 93-98 Virus (4)
11-20 Auto-gun
21-40 99-120 Vortex (1)
Las-gun
41-60 Bolt gun
61-80 Flamer
81-85 Graviton gun Except for rare types (quantity specified in brackets), enough
86-95 Plasma gun grenades/missiles are obtained to last for the entire battle.
96-105 Melta-gun
106-112 Shuriken catapult
113-120
EQUIPMENT AND BIONICS
Combi-weapon
Cost: 5 points per D100 roll
CLOSE COMBAT WEAPONS Maximum number of rolls: 4
01-15 Bio-scanner
Cost: 3 points per D100 roll 16-35
Maximum number of rolls: 2 Energy scanner
36-45 Displacer ficld
01-15 Sword or combat accessory 46-60 Refractor field
16-20 Power shield 61-75 Conversion field
21-25 Stub gun 76-85 Upgrade Jump Pack to Flight Pack
26-30 Sawn-off shotgun 86-88 Bionic arm
31-35 Needle pistol 89-91 Bionic ears
36-45 Las-pistol 92-94 Bionic eye
46-55 Auto pistol (including targeter,
56-65 Bolt pistol bio and energy scanners)
66-70 Chainsword 95-97 Bionic legs
71-75 Hand flamer 98-100 Bionic lungs
76-80 Web gun 101-105 Imperial Stasis ficld
81-85 Plasma pistol 106-110 Frenzon (plus wrist control)
86-90 Power axe 111-120 Powerboard
91-95 Power sword
96-100 Power glove
101-104 Shuriken pistol
105-110 Jokaero digital weapon (D3 roll)
111-114 Compiled by Bryan Ansell, Derrick Norton
Neuro-disrupter and Nigel Stillman.
115-120 Combi-weapon
141
IMPERIAL GUARD ARMY LIST
All of the worlds of the Imperium shall look to their oun defence. They shall also look
to the defence of the Imperium, and the prosecution of such wars as the Emperor in bis
wisdom shall decree.
Therefore, each populated planet shall raise and maintain its own planetary defence force
and from the ranks of this defence force it shall provide the best of its troops for recruitment
into the Imperial Guard, according to such requirements as shall be imposed by the
Administratum.’
142
IMPERIAL GUARD ARMY LIST
® INTRODUCTION ® IMPERIAL
The Imperium is vast, and wars are constantly raging
throughout the galaxy. Rebellions flare up and are crushed;
Orks, Tvranids and other alien races attack on a thousand
GUARD
REGIMENTS
fronts; heretic prophets rise to brief glory and are destroyed;
new worlds are discovered, claimed for the Imperium, and The major unit of the Imperial Guard is the Regiment
pacified. At times, it seems, the whole universe is at war. Precise numbers vary, but most Imperial Guard Regiments
are raised with a strength of 2,000-6,000 men. Each
Indeed, as far as the line troopers of the Imperial Guard regiment is raised from a single homeworld, and the
are concerned, the whole universe #s at war. The Imperial Imperial Guard trooper regards himself as belonging first
Guard makes up the vast bulk of the Imperial military
and foremost to the Regiment rather than the Army to
machine; recruited from the planetary defence forces of which it is assigned at its raising.
the Imperium’s millions of worlds, it is a huge military force
of Humans and Abhumans.
No one man knows the true size of the Imperial Guard,
and only the huge Codex Exercitus, maintained on Terra
by the highest ranks of the Administratum, contains the
necessary data for such a calculation. There are some
guesses and rumours - some say that if the whole of the
Imperial Guard were paraded shoulder-to-shoulder they
would cover the entire planetary surfaces of such-and-such
a system, or stretch from Terra to such-and-such a star. The
only thing known for certain is that the Imperial Guard
is unimaginably vast. ® REGIMENT NAMES
Because of its enormous size, the Imperial Guard is also
an incredibly diverse organisation. To define the Regiments are identified by the name of their homeworld,
configuration of every company and platoon, to describe and a number - for example, the 8th Necromunda Regiment
every variation in troop organisation, equipment and is the eighth Regiment of the Imperial Guard to have been
tactics, would require a work many times the size of this raised from the hive world of Necromunda at a particular
one and the lifetimes of many scribes beside your servant raising. Regiments are often given unofficial names by their
who writes this. Of necessity, then, we must confine commanders; thus, the 8th Necromunda Regiment call
ourselves to standard-issue equipment, common troop themselves ‘The Spiders’, and use the symbol of a spider
types and conventional tactics. as an unofficial emblem. Their commander, Colonel Raeven
Mortz, even goes so far as to keep one of the deadly
Necromundan Greenback spiders as a pet and mascot.
® COMPANIES
Regiments are divided into companies, which can vary
widely in their size and composition. The company is the
major tactical unit of the Imperial Guard. The heart of a
company is composed of a varying number of platoons,
and various specialist units and machines are attached to
the company as need, availability and individual preference
dictate - robots, vehicles, support weapons, ally contingents
and the like.
® PLATOONS
The Codex Exercitus gives the standard configuration of
an Imperial Guard Platoon as a Command Section and up
to four squads. Command Section consists of an Officer
A
An unofficial, but very common practice, amongst units of the (normally either a Captain or a Lieutenant), a number of
Guard is the adoption of Battle Badges. These rivetted circular specialist troops such as a Medic, a Commissar, an Orderly
metal plates are sold to Guardsman by their officers after major who may carry the platoon’s standard, and perhaps an
wars and battles. The Battle Badge simply bas the name of the attached group of Sanctioned Psykers, in addition to rank-
action and date stamped onto it. The troopers are proud to and-file Guardsmen. A squad consists of one Sergeant and
display such records of their battles and the badges are fixed to nine Guardsmen, and is always attached to Command
a
helmets and body armour even taking precedence over official Section. Imperial Guard squads always act as part of a
unit insignia.
platoon.
143
IMPERIAL GUARD ARMY LIST
..
A a
144
/ IMPERIAL GUARD ARMY LIST
Tarok slumped down bebind the rock. With an effort Then, on all sides of bim, the air was shot through with
of will be controlled bis breathing, until bis beart bad the deadly bright rods of soldier-lightning. His bunters
stopped pounding in bis ears and be could bear them bad encircled the Brannatim, and now began the
moving out there. killing. Like a berd of Kaltbirs at calving-time, be
thought with a smile,
Using a bunter’s band-signal be ordered bis warriors
to spread out into a loose line. With all the bunter’s He took up bis Deatblight and loped into the bush to
skill, they moved unseen to encircle the attacking Join bis men. The Brannatim were defeated, and bis
Brannatim. Now all be bad to do was keep bimself Morodbim bad proved themselves worthy to join the
alive until the noose closed, for be was the bait in Sky Warriors. They were watching through their magic,
the trap. be knew - the same magic that made the Deathlight
In the scrub over to bis left, an incautious footstep spit its soldier-lightning. He wondered bow it would
Jeel to wear their strange clothes, and to fight alongside
crushed a dry leaf. Tarok rolled further bebind the rock,
and scooped up a handful of gravel, lobbing it far over
the great warriors whose names were now legend -
Hokor of the Karatbim, Regad of the Freldim, and
to the right. Shorak - once bis own uncle - of the Morodbim.
As the stones pattered to the ground, a Deathlight The Sky Warriors were waiting as Tarok brought bis
Slashed the stunted bushes into flame. Tarok sprang up
victorious Morodbim back to the village. Their faces
and fired at the Brannath who bad fust given away all bore - as did his oun - the scars of their tribes, and
bis position. The man fell forward out of the bushes,
with a fist-wide, smoking bole punched through bis of the inner lodge of the Predor, the bighest lodge of
warriors. They also bore the scars of the Sky Warriors.
body from front to back. Strange, thought Tarok, that Soon, those most coveted scars would also belong to
there is no blood.
Tarok and bis warriors. They would go to the stars, and
That thought almost cost bim bis life. He almost failed their deeds would be told around the cooking-fires until
to notice the shadow sliding over the rocks bebind and the end of time.
right of bim. The rock glowed and began to melt as
be dived away from the beam of the Deatblight. The
Brannath was not quick enough with bis second shot.
145
IMPERIAL GUARD ARMY LIST
® TRAINING AND
DEPLOYMENT
Recruits to the Imperial Guard are already partially trained
by virtue of their service with the planetary defence forces
from which they are recruited. Advanced training, weapon
cross-training and various drills take place during the long
voyage from the Regiment's homeworld to their posting.
Since itis Imperial policy to post Imperial Guard units well
away from their homeworld in order to minimise the risk
of revolt, these voyages can take months or even years. By
the time an Imperial Guard unit arrives at its destination,
it is a highly-trained and cohesive force, ready for almost
any eventuality.
The Imperial Guard is most often deployed into war zones
or on planets where a garrison is required. Garrison
postings are seldom the easy tasks they may seem, for often
an Imperial Guard garrison has to conquer a world, or
recapture it from Orks or other aliens, before they can
garrison it. Less common postings include attachment to
the entourage of a Rogue Trader, and posting to a Titan
Order as Secutor support troops.
A successful Regiment can look forward to
being granted
the overlordship of the planet to which they are posted.
If the planct remains peaceful and meets all its quotas, the
Regimental Commander may in time be rewarded with the
title of Imperial Commander and the governorship of the
planet, while substantial land grants may be made to Guard
veterans who retire from active service due to old age. In
due course of time, the Regiment will become a hereditary
nobility, almost indistinguishable from the now-peaceful
native population. The descendants of the original garrison
may well be recruited, first into the planetary defence force, Occasionally, the powers and responsibilities of office may
and then into the Imperial Guard Regiments that are corrupt a Regimental Commander who is appointed
raised there. Governor of his garrison planet, and he may be tempted
to rebel, as in the case of the 3rd Vorradion Regiment on
Bradur IV. In such cases, Imperial justice is swift and total
- less than a hundred days after the rebellion began, the
governor's palace was assaulted by the Space Marines of
3 Company, Legio Astartis Blood Drinkers, with orders to
take no prisoners and accept no surrender terms.
146
IMPERIAL GUARD ARMY LIST
The Imperial Guard incorporates troops of many types and races. In addition to the standard, general-purpose tactical
platoon, a wide range of individuals and units see service with the Imperial Guard.
147
IMPERIAL GUARD ARMY LIST
The Beastman breed of Abhuman is becoming increasingly Halflings, the smallest Abhuman breed, are known by a
common on the frontiers of the Empire, and sometimes variety of names throughout the Imperium, but the name
whole planetary groups are populated by Beastmen. What that has passed into common usage within the bulk of the
they lack in intelligence, Beastmen make up in aggression Imperial Guard is Ratlings. They are used mainly as snipers,
and determination. They commonly have a simple but and are not subject to the otherwise rigid platoon structures.
fierce devotion to the Imperial cult, fired by a desperate they may operate as independent squads.
wish to atone for their sin of being born mutants by doing
the Emperor's will on the battlefield. For Beastmen, the
Emperor is portrayed as vengeful and proud, demanding
tribute in the flesh and blood of his enemies. The borderline
between this crude form of Emperor worship and the Chaos
cult of Khorne is thin, and the Beastmen’s limited intellect The Penal Battalions are drawn from Imperial Guard and
mean that some inevitably cross over to Chaos. planetary defence force troops who have committed capital
crimes, and had their sentences commuted to life service.
“Beastman bad. Bad Beastman. Dirty. Emperor no There are a great many capital crimes, so the supply of
like. Beastman love Emperor. Give blood to
potential troops for the Penal Battalions is never-ending.
Emperor. Give beads to Emperor. Say sorry.”
New troops have their heads shaved and tattooed with the
- Packmaster Grasht, attached to 7 Company, 14th
unit insignia, and explosive slave-collars are put around
Gratanor Regiment their necks. The collars are a disciplinary device rather than
a means of turning the troops into Human Bombs - the blast
is directed inwards, and will have little effect on anyone
standing even a few feet away. The collars are controlled
by the Adeptus Mechanicus personnel accompanying the
force, and are detonated sparingly, when discipline needs
Ogryns are large, powerfully-built Abhumans, thought to to be enforced without destroying the troops’ morale.
be descended from Humans marooned on prison planets
Penal Battalions are a part of the regular fighting force of
long ago. They are valuable troops because of their strength,
the Imperial Guard, and a commander who regards Penal
brutality and childlike devotion to the Imperial cult. Battalion troops merely as cannon-fodder and uses them
However, their limited intellect can make them
wastefully is liable to end up in a Penal Battalion himself.
frighteningly unpredictable and erratic. Ogryn squads must
be led by Ogryn leaders, who have received brain-
enhancement surgery.
Owing to their size and basic intelligence, Ogryns are
normally equipped with weapons that have been designed “There are those who undervalue the Penal
specifically for them - mainly low-technology weapons and Batailions. But tbey should consider this: should a
primitive armour. Grenades must be specially made for the man who bas wronged the Emperor be allowed to
Ogryns' large hands, and take the form of large metal
cylinders with a ring-pull detonator at one end. Ogryn
wrong bim further? For each man
executed
is a man
who can no longer serve, and to fail in service to
leaders are often equipped with a weapon they have dubbed the Emperor is the greatest of sins.”
the Ripper Gun, a simple but effective drum-fed, large-
calibre auto-shotgun firing canister scatter-shot. - Leman Russ, Meditations on Imperial Command,
Book XXI
148
IMPERIAL GUARD ARMY LIST
Squad Coherency
Imperial Guard units always fight as ten-man units, and may
Platoon Coherency not be split up into smaller groups.
Imperial Guard squads always operate as part of a platoon. Individual Guardsmen must maintain normal unit
The following rules apply to platoon organisation: coherency. No model may move more than 2” away from
the nearest model in the same squad.
1. A
platoon is commanded by an officer: an officer is If model finds itself further than 2” from the nearest
a
Commander, a Captain or a Lieutenant. model in the squad, the following rules apply:
2. Each officer is accompanied by a Command Section.
The only exception is a Commander who begins the 1. The model must move so that it is within 2” of another
battle independently, unattached to a platoon. model in its squad, unless:
ow
Officers are subject to the normal unit coherency rules
a) it cannot get within 2” of another model in
one turn
with respect to their Command Sections: an officer
must remain within 2” of art least one other member b) it would have to move across open ground known
of the Command Section. to be covered by enemy fire
4. Inaddition to the officer and Command Section, each in which case, refer to rules 2 and 3 below.
platoon contains 0-4 Tactical, Support or Assault 2. If the model is in cover, it remains stationary. If the
Squads (or any mix of such squads).
enemy come within 6”, the model may either retreat
5. Each squad in the platoon must have at least one model Or remain stationary.
no more than 12” away from at least one model of 3. If the model is not in cover, it moves towards the
the platoon’s Command Section. nearest cover within 6”. If there is no cover within
Thus, the more Command Sections in a force, the smaller
and more flexible the platoons can be.
6", the model may either remain stationary this turn
or move away from the enemy. -
\ Ty
- rag a J
Bot
Ke
3
AL
|e
j
149
IMPERIAL GUARD ARMY LIST —
Rough Riders
Any Human Platoon, with the exception of Penal Battalion
troops, may be given horses to convert them into Rough
Riders. Rough Rider Platoons are the only Guardsmen who
Beastmen Platoons, Penal Battalion platoons and Human
may be equipped with hunting lances. Bombs may only be given specific orders.
Specific orders may be one of the following three types:
Beastmen
Beastman Platoons must consist of a normal Human 1. Move within range of a specified enemy unit, firing
Command Section and up to four Beastman Squads. All when within range.
the Beastman Squads in the force must be organised into
a single platoon. They can only follow specific orders 2. Charge a specified enemy unit and engage it in close
(see below). combat.
3. Take and hold a specified position.
are an effective force in their way, and I do
“They
not doubt the Emperor's wisdom in allowing The enemy unit or position must be specified when the
tainted abbuman filth to serve bim. But my men order is given. It is often helpful to note specific orders
shall not be exposed to the corruption of on a piece of paper, indicating the unit receiving the order,
these beasts.” the type of order given, and the enemy unit or position
- Commander Carab Culin, specified by the order.
Legio Astartis Red Scorpions With Beastmen and Penal Battalion troops, one set of
specific orders must be given to the whole platoon.
Ogryns When troops following a specific order cannot move into
Ogryn Squads consist of a brain-enhanced Ogyrn leader position in the current turn, they must move at least half
and four normal Ogryns. All the Ogryn Squads in an their move allowance towards their objective.
Imperial Guard force act together as a single Ogryn Platoon.
They do not have Human Command Section; instead,
a
An order may not be changed once given; it must be
the player nominates one of the squad leaders as the completed before a new order can be given.
platoon leader. When an order is completed, and only when it is
completed, a new order may be given by an officer within
Distraction 2” of the unit. In most cases, this will be the officer in
Ogryns are subject to distraction. As mentioned above, they command of the platoon. If the platoon is without a
are of lower intelligence than other Imperial Guard troop commander, then any officer within 2” may give the
types, and this can sometimes have an adverse effect on platoon a new order.
their performance in combat. They can become distracted,
lose track of their objective, or start arguing among
themselves.
At the start of each Imperial Guard turn, the player must
roll a D6 for each Ogryn Squad. On a roll of 1, the squad
is distracted for the whole of the turn. It may not move
or shoot; if it is engaged in close combat, it may make
no attacks.
Ratling Snipers
Ratling Snipers are organised into squads of five. These
squads are not subject to the normal platoon organisation,
and operate as independent squads.
150
IMPERIAL GUARD ARMY LIST
Servitors are able to directly interface with many items of ‘Weep for bim - '’
be indicated the fallen officer *'
151
—
IMPERIAL GUARD ARMY LIST
)
Before the battle, an AGL is loaded with a single grenade,
® EQUIPMENT which may be of any type carried by the model. When a
squad is equipped with AGLs, they must all be loaded with
the same grenade type and the whole squad must fire them
Uniformity of Equipment in the same turn. Since AGLs are one-shot weapons, a player
Tactical, Assault and Support Squads may be upgraded with must record when a model or squad has fired its AGL(s).
additional equipment. If they are given additional
equipment, all the troops in a platoon must be identically
equipped; for example, if lasguns are replaced by bolters,
then all lasguns in the platoon must be replaced by bolters,
or if troops are given plasma grenades, then all troops in
the platoon must be given plasma grenades. This rule
Rs
010" 10-20"
applies to vehicles and other equipment as well as weapons.
Points values for characters include the equipment listed
under Basic Equipment. The ‘Optional Upgrades are Power Shields
addition to this and comprise either a package of Standard
A
power shield is a thin sheet of plasteel that incoporates
Equipment, and/or a series of rolls in the Special power field generator producing a field large
a very small
Equipment Charts. enough to cover the surface of the shield.
A model equipped with a power shield adds +1 to its
saving throw: against attacks made at close range and in
Jump Packs close combat, the saving throw bonus increases to +2.
Assault Platoons may be equipped with jump packs to bring There is no saving throw bonus against explosions.
them quickly into the close combat at which they excel.
Only Assault Platoons may use the expensive jump packs,
since they are the only troop type for which it is vital to Rough Rider Hunting Lance
enter close combat quickly. Rough Rider Platoons may be equipped with hunting
lances. In the first combat round of the first hand-to-hand
Auxiliary Grenade Launchers combat, the Rough Riders charge the enemy with their
The auxiliary grenade launcher (AGL) is a one-shot weapon, lances; thereafter, the lances are useless - those that have
not exploded on impact are assumed to have been discarded
consisting of a simple tube mounted on a standard-issue
lasgun which uses a gas charge to fire a single grenade. AGLs as the Rough Riders draw close combat weapons. Using
may be issued to Imperial Guard troops equipped with
the lance adds + 2 to user's Initiative.
lasguns. The standard launcher will only fit onto a lasgun,
but variants for use with other weapons are available on LANCE
the civilian market, and some officers make use of these
-such AGLs have been known to be incorporated into rods Short
long Short Long STR DAM Mod C H S F Ama 1
of office, vehicles and even the archaic walking canes
affected by some officers. Close combat only +2 1
2 X
= = = = 4
152
IMPERIAL GUARD ARMY LIST
The player rolls a D6 for each bomb which has been | | lsag
ST
153
IMPERIAL GUARD ARMY LIST
Suspensors
All heavy equipment used by Guard forces is provided with
the appropriate number of suspensors to cancel its
encumbrance.
Support Weapons
Support weapons must be crewed by Tactical Squads,
Assault Squads, Adeptus Mechanicus or Servitors (each
Servitor model counts as two normal crewmen).
Guardsmen crews must be purchased in whole squads; any
Guardsmen surplus to minimum crew requirements are
deployed as extra crew on weapons of your choice. Each
weapon crew counts as a squad for the unit coherency rules,
and may operate indpendently (ie they need not be attached
to a platoon or Command Section).
a
Off-Table Support
Up to 1000 points may be allocated to supporting fire from
beyond the battle zone. The type of fire required is not
specified by the player before the battle (see Requesting
Support Fire), but once these points have been set aside
they cannot be used for anything else.
Spotters
e Adeptus Mechanicus model may be nominated as the
Spotter for the support fire. He may not then drive a vehicle
or act as a custodian for any other weapon or piece of
equipment.
Assault platoons are often fitted with jump packs to enable them
to move into close combat as quickly as possible.
Points are expended when a request for support fire
succeeds. Support fire may be requested until the total
points value allocated to support fire has been used up. Only
one individual may attempt to call down support fire
per turn.
154
IMPERIAL GUARD ARMY LIST
Squats
25% of the army's points value may be spent on Squats.
Rogue Traders
An Imperial Guard force must include at least one Rogue Traders are at the forefront of Imperial expansion,
Lieutenant and 4 Tactical Squads as a minimum 2nd often encounter difficult and dangerous situations. As
requirement. In addition, the force may include any of the a result, an Imperial Guard force is quite likely to be called
troop types in the army list and any of the ally contingents into action on the instigation of a Rogue Trader. 25% of
listed below. the army's points value may be spent on troops from the
Rogue Trader army list.
Adeptus Arbites
The Imperial Guard often fight alongside units of local
Judges when operating on Imperial colonies. 25% of the
army's points value can be spent on Adeptus Arbites troops.
Imperial Assassins
One squad of Imperial Assassins may be attached to an
Imperial Guard force.
Simply photocopy the banners, colour them in using Citadel inks and paints. The banners can
be then cut out and glued to banner poles on Imperial Guard figures and vehicles.
Er sounds
The air still snapped with of distant las-guns. Far offcries
ey
| NT 7A 7
werd carried on the wind, Bebind tbe smoking wreck of a Rbino,
troopers crouched tn swarm mud.
"Sergeant, you think the battle's over?" A young trooper shivered
eet
Fy
A
Nah
=
Y,,
2!
3
4
as be asked the question. He
An older, stockierman
grimaced as be tried to remote bis
beimet without re-opening a bastily bandaged bead wound.
bolding
metal
red
out only four bours before... There - at 7.38 - a glint
and a tradi of fossil fuel emissions. Orks! Dreanovghis,
of
pe
NC
Jour of them, probably more out of sight. They were coming this
sD way.
4th Platoon He fumped back bebind the wreck and kicked a quiet Ogryn who
was scratching bis back on one of the ex-Rbino’s exhaust units.
Each banner is carried by the Orderly of the Command Section
in a Platoon. Colours vary but are generally bright primaries,
Te Ogryn stopped and looked at the sergeant. The old man
scowled and pointed tn the direction of the Orks. The Ogryn
for example yellow, red, white, blue, and are the same as those
grunted and started bicking bis sleeping companions. The sexgeant
displayed on the regimental badges worn by the Guards. These picked up bis las-gun.
are the official banners for the company. Other banners carried
by Company troops are likely to include motifs and slogans of “Sergeant?” The young trooper looked up ai bis squad leader.
the unit's constituent gangs. For instance, the 5th Regiment's
F Company, contains 9 platoon - the Death Blades - who wear
insSOE
ct ue S500 be ori Ne
dingo
their name and skull motif on the backs of their jackets, and
carry pen which the pattern.
repeat \
155
IMPERIAL GUARD ARMY LIST
U-DO ADEY -
U
] DER 7
DCO
J U
J \ J J 90
PROFILE MIWSBS|S |T|{W|I|ALdlint|Cl
PROFILE M(WSIBS| T|W|I|A|Ld|iat| Cl |W
S|
AD. MECHANICUS 41313(3/3111311171721717
CHAMPION 41414141311 14(21T71717217 BASIC EQUIPMENT
POWER ARMOUR REFRACTOR FIELD
I4151S|41412151218181818
.
HERO:
OR HERO
- = &
4(61614]14/13[(61319191919
EXPLOSIVE COLLAR DETONATOR
HUMAN BOMB DETONATOR
FRENZON CONTROLLER
BASIC EQUIPMENT
KNIFE OR COMBAT ACCESSORY
ARMOUR
MESH OPTIONAL UPGRADES
FRAG GRENADES LAS PISTOL
INFRA RED VISOR COMMUNICATOR STANDARD EQUIPMENT: 5 points
POWER AXE ~~ LASPISTOL
2
CHART ROLLS PFISROLL
cam! a
ip / ~~
3
aos
E-)
STANDARD WEAPONS
CLOSE
HEAVY
COMBAT
WEAPONS
WEAPONS
00.2
"i
§
)
50
An Adeptus Mechanicus is required for each Land Speeder, Land Raider
or manipie of robots in the force. An Adeptus Mechanicus is required if
bombots, Penal troops or Human Bombs are used. An Adeptus Mechanicus
desma GRENADESMISSILES 0.2
>
|
0 J 0 90
|T|WII|A/Ldint|Cl
D
0 D MIWSIBS|S
PROFILE
PROFILE MWSBS|S |T|WI(I|A]/ILdIntClW SERVITOR 413141314111412017(71717
CHAMPION 41414141311 141117171717 BASIC EQUIPMENT
KNIFE OR COMBAT ACCESSORY
HERO
4/5/5144 ]2/5/2/8|8|8|8 MESH ARMOUR
MAJOR HERO
41616141413161319/919(9
BASIC EQUIPMENT
KNIFE OR COMBAT ACCESSORY
FLAK ARMOUR
LASPISTOL PHOTO VISOR
INFRA-RED VISOR ( ATOR
OMNIC
Ls
(A OPTIONAL UPGRADES
STANDARD EQUIPMENT: 5 points
LASGUN
CONVERSION FIELD CHAINSWORD
SPECIAL EQUIPMENT CHARTS There must be at least 1 Adeptus Mechanicus present to control and direct
CHART ROLLS FTS/ROLL Servitors, The player may bave up to 3 Servitors for each Adeptus
STANDARD WEAPONS 0-1 5 Mechanicus in the force.
CLOSE COMBAT WEAPONS 0.2 A)
GRENADES/MISSILES 0-2 7
La x al
Lieutenant must be accompanied by a Command Section and must
The
command a platoon of 0-4 Tactical, Support or Assault Squads, or any
mix of such squads.
FY
156
IMPERIAL GUARD ARMY LIST
¥ !
| U ) 4U UUALD
: : 3
;
at
po oF.
J
- -
PROFILE
HUMAN
M|WS|BS|S
|
413131313/113bui21717217
T
[W|I [A Ldlint|ClW
SITIWI1 Int!| Cl
—
KNIFE OR
BASIC EQUIPMENT
COMBAT ACCESSORY
3133111311171 71717
PHOTO VISOR
FLAK ARMOUR
FRAG GRENADES
a a a
| a | z Ledeen
AY A
2
\
OFTIONAL UPGRADES 3 =a
(
Ei
STANDARD EQUIPMENT:
LASPISTOL
1
point si as
7
| - ~~
G
3
),: -
%! ADDITIONAL EQUIPMENT x
a iS >
:
~¥ Mawr
\
-
um FORCE
FORC E
SWORD
ROD
:
0
)
FLAK A UR C SWORD
Psychic abilities are randomly determined fromthe following
list by rolling2 D10
for each ababity PHOTO VISOR 7 GUARDSMEN LASGUN
FRAG GRENADES 1 GUARDSMAN LAS-CANNON
Dio LEVEL | PSYCHIC ABILITY p10 LEVEL | PSYCHIC ABILITY
| GUARDSMAN GRENADE LAUNCHER
1
AURA OF RESISTANCE 6 STEAL MIND WITH FRAG, CRACK
4
2 CURE INJURY TELEKINESIS |
AND TOXIN GRENADES
3 HAMMERHAND LJ TELEPATHY |
‘ IMMUNITY FROM POISON 9 TELEPORT |
CHAOS ATTRIBUTES
: J QUAL
Each Sanctioned Psyker may have DG-2 rolls on the Personal Atiributes Table in AA rf '
NH
Q
)
NO ' '
Slaves to Darkness
4
J ) U
50 DO 'S
De 0
Squads must fight in complete 10 man units - they may not be split up.
BASIC EQUIPMENT STANDARD EQUIPMENT
KNIFE OR COMBAT ACCESSORY SERGEANT LASPISTOL AND
FLAK ARMOUR CHAINSWORD
PHOTO VISOR 4 GUARDSMEN LASGUN
FRAG GRENADES 4 GUARDSMEN LAS-CANNON
1 GUARDSMAN MISSILE LAUNCHER
WITH FRAG, CRACK
AND MELTA MISSILES
J-4 J )
U
DO (S$ I [0
\ DS J
FLAK ARMOUR \
PHOTO VISOR
BIO-SCANNERS, WEB
SOLVENT, LASPISTOL \ —
- Sy J
= 2
ORDERLY LASPISTOL R- > -
2 GUARDSMEN LAS-CANNON /
~“la. =
Rg
|
,
—e SDA
“J
re) J
AN
a= ©
5
=
>
A
a 1
y V7
ma 7A Uh
=
a.
)
-
up,
157
IMPERIAL GUARD ARMY LIST
eo ADDITIONAL
EQUIPMENT °for
Additional Equipment
Platoons
Each Imperial Guard platoon is uniformly equipped. If
The entire platoon must be identically equipped.
additional equipment is used, the Command Section, the
Tactical, Support and Assault Squads of each platoon must ADDITIONAL ADDITIONAL
be equipped with the same additional equipment. If an EQUIPMENT PTS/SQD EQUIPMENT PTS/SQD
option is selected, the whole platoon must be upgraded. HORSE (converting squad POWER SHIELD... 10
Since a platoon comprises a variable number of squads, into Rough Riders). 50 AUXILIARY GRENADE .....
points costs given are per squad; the same points cost is EXPLOSIVE LANCE
... LAUNCHER (AGL). . 10
paid by all squad types and by Command Sections. (Rough Riders only. 20
...
...
Auxiliary grenade launchers may be issued to all
*
......
.
=.%
0. 5
oi hien ore 5h
eo
400
102152 FOIE COST per grenade
Shas,
.
*
An Assault Squad may replace both laspistols with the
same weapons or may replace each laspistol with a different
’
RQ )
® Jump Packs
One entire Assault Platoon may be given jump packs at 20
points per squad or Command Section
@ Additional Equipment
_for Sergeants
Allsergeants in the platoon must be identically equipped.
Points costs are per grenade.
Squads must fight in complete 10 man units -
they may not be split up
158
Pn
IMPERIAL GUARD ARMY LIST
D-4 QUAD
DU ' ‘
FLING
M
slriwly
3l2]4l2l20als]s
%
A
N
ha ya
=X =
hy 2,
A= £
oy
=5E == SX 2
RS
hay Gog™
WN
\,
REPLACEMENT PTS/SQD
POWER AXE
POWER GLOVE
io
10
at 70 points per squad 10 PENITENTS
POWER SWORD
~~14031303
10
POWER SHIELD AND FLAMER*
CHAINSWOR
30
30
*
This option replaces both hand weapons at
PROFILE [mwslps|s | T|w/[1 id]ind [A CIIWP
SAWN.OFF SHOTGUN
*
30
This option replaces both hand weapons at
a total cost of 10 points puma N
*
lallalglololaly]
a total cost of 30 points
“ -
n
31%
41313(313
0
i
BASIC EQUIPMENT OPTIONAL UPGRADES
HAND WEAPON OR HAFTED WEAPON AO
OGRYN FRAG GRENADES LEADER MAY HAVE
5 >
STANDARD EQUIPMENT MESH ARMOUR 1
RSJ,
LEADER
4 OGRYNS
FLAK ARMOUR,
COMMUNICATOR
PRIMITIVE ARMOUR
RIPPER GUN 1
A)
a
{
= ~
(SAVING THROW 6)
:
{
AG
-
a
= [CO
Ny
(RX Jal
ASN -
mm iT
o
LET ©
159
IMPERIAL GUARD ARMY LIST
dt
CIDR
CET a INL
re Se
es Bs
LA
Se
Ph
SeSS
is
IN +20
+15
Cost: 5 points per D100 roll
CLOSE COMBAT
WEAPONS
Cost: 3 points per D100 roll
Close Combat Close Combat
D100 Weapon D100 Weapon
01-15 Sword or Combat 86-90 Power Axe
Accessory 91-95 Power Sword
16-20 Power Shield 96-100 Power Glove
21-25 Stub Gun 101-104 Shuriken Pistol
26-30 Sawn-Off Shotgun 105-106 Jokaero Digital
31-35 Needle Pistol Needle Pistol
36-45 Laspistol 107-108 Jokaero Digital
46-55 Auto Pistol Laspistol
56-65 Bolt Pistol 109-110 Jokaero Digital
66-70 Chainsword Hand Flamer
71-75 Hand Flamer 111-114 Neuro-Disrupter
76-80 Web Gun 115+ Combi-Weapon
81-85 Plasma Pistol
HEAVY WEAPONS
Cost: 50 points per D100 roll
D100 Heavy Weapon D100 Heavy Weapon
01-20 Heavy Bolwer 51-55 Auto-Cannon
21-40 Missile Launcher 56-60 Multi-Laser
(with Crack and 61-70 Multi-Melta
2 other random 71-80 Heavy Plasma Gun
missile types) 81-90 Las-Cannon
41-50 Heavy Webber 91-120 D-Cannon
Heavy weapons are supplied with targeter and suspensors.
160
IMPERIAL GUARD ARMY LIST
a
COMMISSARS ON (points per vehicle):
Vehicle Points Custodian
Bike
Sidecar combination
BO”
140
/5 None
None
Jet Cycle ]
Auto-systems upgrade
a0
10
None
None
161
IMPERIAL GUARD ARMY LIST
Roll a D6 whenever a Sentinel takes damage and add + for each point of damage above 1. If the roll is 6 or more, the Sentinel takes
1
special damage. A Sentinel reduced to zero damage always takes special damage when hit. Roll on the Hit Location Table and then
consult the appropriate Special Damage Table.
Socation D6 Damage
Crew
Equipment & Systems Damaged: The Sentinel’s movement rate is halved for the
Legs
rest of the game.
Left stabiliser damaged: The Sentinel may no longer turn
Armament
to the left.
Right stabiliser damaged: The Sentinel may no longer turn
to the right.
Steering actuators damaged: For the rest of the game, the
The full force of the hit is taken by the Sentinel s crewman, Sentinel moves at half its maximum rate (rounding down) in
The crewman wears flak armour. a random direction.
Crippled: The Sentinel may no longer move or turn, but may
fire normally.
Destroyed: Both legs are disabled the Sentinel crashes to
-
162
IMPERIAL GUARD ARMY LIST
EQUIPMENT PROFILES
J ak
Vehicle
ia
Land Air
Max Acc/ Max Min Acc/ TRRCp T
VEHICLES
D Sv Eq W Equipment/Armament Crew PV
Dec Dec
BIKE 32 16 ~~ — -— 1
§ %W
1 5 4 4
at
2boltguns(includingtargeter)-
sane target
forward firingonly 1
5WD
SIDECAR 24 12 — —~ — 1
2 5 2 56 6 8 2boltguns- forward firing only at same target. 2 140
COMBINATION multi-mela (including targeter), auto-aim
JET CYCLE
30 10 300 :
10 30 Mm 1 4 1
6 4 4
2boligonstincluding
at same target
targeter)- forward finmgonly 1 BO
Ue
LAND SPEEDER 24 8 — —- -= I 2
715 6 8 6 Melagun (including targeter) forward firing only - 2 2680
:
GRAV ATTACK 20 6 — —
wt § 7 22 56 8 8
Multiaser{incloding
only
a avo.
wigeters) - forward firing
drive, auto-ain, energy scanner
ageter), 2bolt
same target,
guns incloding 5 240
RHINO 6 4 —- — —
1
12 8 40 4-6 12 10 2 bolt
guns (including targeters), provision 8 2 for 320
weapons points, 1” radius power field, power field (12) 35
synchroniser, auto-drive, auto-aim, auto-fac, ejector
seats, communicator, sensor package (bio-scanner,
: energy scanner, rad-counter), medi-pack
LAND RAIDER 20 7
- — — 1
128 5 26 1 12
2twitlascannons{includingtageters)- synchronised 2
fire, 2 heavy boltess, 2 17 radius power fields, Zpower (12)
field synchronisets, auto-delve, auto-aim, awo-fac,
750
25C
$ SUPPORT WEAPONS
Short Long Shooting to Hit Type Tech
Weapon Type Range Range Short Long S D Sv
CB StF ATER Level Crew PV
MOLE MORTAR
THUDD GUN
Weapon Type
Land
6-24
0-12
Air
Max Acc/ Max Min Acc/ TRRCp T
24.48
12-36
-
— Zale
-1
D Sv
6
Eq W
1
1
eR
- -2
Equipment/Armament
4"
Re
4X
eA
- i
6
5
2.6050
|
Crew PV
Dec Dec
24 6 — — B®
2
8156 4 4 Autodrive targeter, multi-laser 1]
PARES
RAPIER —
Weapon Type M BS S T
;
D I
Equipment/Armament Crew PV
TANARNAE
sma eg
yeas Auto-aim, 2 targeters, 2 las-cannons 2 60
(The cost of the selected program must be added to the points value.)
ROBOTS
Class
CASTELLAN
MWS
& 8
=BS
6 0
Sas
Tanne6
Ww 15
A
2
Sv
36
HP
4
E Equipment/Armament
4 2power gloves, heavy bolter, cortex, 17 power field,
PV
140
Hi
:
: power field synchroniser
CATAPHRACT Ou
050 5 8 II 6 2 2-6 + 4 Las-cannon, bolt gun, flamer, cortex, 1" power field,
power field synchroniser
190
COLOSSUS
3
4.4
;
8 0
:
10 17 4 1
26
3
4 4 Boltgun, melia-gun, siege hammer, cortex, 1" power
field, power ficld syncheoniscr
:
110
EE
1
CONQUEROR Tap
dt
power field synchroniser
|
CRUSADER EEE
Short Long
EQUIPMENT
NEWShooting to Hit Type
Weapon Type Range Range Short Long S D Sv C H S§
F Arca
AGL 0-107 10-20"
- - As ammo
LANCE Close combat only +2 2 X
an
1
EC ov
gr
= Sal
RIPPER GUN
SNIPER RIFLE 0-12" 48"
12-24"
Always hits
+1
2
— 3 1
|
bn
a ESE § bo
*
Sniper rifles only count as Heavy Weapons when used by Ratlings
163
SPACE DWARF WARRIORS AND MERCENARIES ATS
By Bryan Ansell, Nigel Stillman and Graeme Davis
Of all the Abhuman strains, Squats are perhaps the closest to normal Humans in
physiological terms. They are allowed great freedom by the Imperium, supplying
warriors and machine crews for the Imperial Guard in exchange for the comparative
autonomy of their Home Worlds. This article introduces the Squat Brotherhoods and
gives details of their armies for Warhammer 40,000 battles.
164
SQUATS ARMY LIST
165
SQUATS ARMY LIST
a)
3
166
SQUATS ARMY LIST
them into their own ancestor-worship. The Imperial line, with a stocky, powerful build. Their hair is very strong and
as preached by the Imperial Guard Commissars who come
into contact with Squat forces, is that the ancestor-spirits fast-growing, and most Squats cultivate short-pointed
beards, or at least moustaches and sideburns. Despite their
of the Squats are watched over by the Emperor, and Squats
short, thick-fingered hands, Squats have a very high degree
are happy to accept this idea and participate in the rituals of manual dexterity, and are able to operate the most
of Emperor-worship on those terms.
intricate machinery with ease.
Squats are extraordinarily long-lived by normal Human
standards. A lifespan of three hundred years is normal, and
some Squats, known as Living Ancestors, are often so
ancient that their true age can only be guessed at.
In character, Squats are an honourable race, but they are
also irascible and often short-tempered. In battle they are
renowned for their doughty resolve and tenacity as
warriors, Coupled with their amazing abilites as miners and
workers of metals, this has made them a valuable asset for
the Imperium.
167
SQUATS ARMY LIST
168
SQUATS ARMY LIST
® THE ENGINEERS
GUILD The ech
of
adept rewound te tendrils nto th
tsp
Like so much of Squat culture, the Engineers Guild traces
its origins back to the Age of Isolation. Squats as a whole
developed a considerable technical expertise in order to
:
- “hebarr a
Raitetre of thik devics
mournfully. ID
6 Wol clear 1
ve
Be
sak
sDOME SIgpere 1 DNC
cid Dusen Wp 40
survive without support from ‘Terra, and there was a regular the console :
timer
and what looks like an
encoder; a pressure chamber at the centre, surrounded
by..." The Tech-adept, who was looking over the Squats
Squat society, and Engineers enjoy a considerable prestige.
The most gifted offspring of each stronghold are inducted
into the Guild at an early age, and intensively trained in
shoulder by this time, shot a
manipulative
tendril into
es the machine, siezing a frayed and broken end of cable.
we remake this join..." be began, entbusiatically.
all aspects of technology, engineering and machine
maintenance. Although a Squat is not deemed to have
“If
The Squat laid a restraining band on bis arm.
reached maturity until the age of 70, gifted youngsters may “I really wouldn't recommend it. said. “You see,
be
join the Guild at 40 or even 30 years of age, though in doing 1 interpret this device as an unusually complex plasma
so they must renounce all family ties and rights to
inheritance.
bomb, and that cable
arming mechanism.”
you TE 00MHAG fovs Hvecci0 foe
169
SQUATS ARMY LIST
i
e
pr
wt
Np
xed]
~~ 5
Squats advance with an Imperial Guard Assault Squad
the Lord of their stronghold, the Living
As well as advising
ro F
170
SQUATS ARMY LIST
Ne
17
SQUATS ARMY LIST
youngsters to gain
fis heen
to us that
a race of
we
fighting skills of our Brotherhood. As well
bringing us a profit, it also allows our
experience
and
en
should trade the
It :
honour,
varying shades and mixtures, as are black, white and deep
red - it is common for seams and piping to be picked out andto keepalive the skills which our for their
strongholds oneday
own defence.vy
in a contrasting colour. need
Those Brotherhoods who are sent out reaving tend to be
more individual in their dress; in most cases they wear their
|
Grune, Bruggensuonghota
own clothing rather than a uniform, so that their home
stronghold cannot be identified. However, Squats who have
made a career out of piracy are as flamboyant, in their own
Lo
way, as the most ostentatious Hearthguard. Often they will
adopt distinctive uniforms and colours, so that they are ®
immediately recognisable; in this way, their fearsome ENGINEERS GUILD
reputation does half their work for them. Just as the Engineers Guild has a constant, if shifting,
Brotherhood troops are generally armed with lasguns, but presence in each Squat stronghold, so most Brotherhoods
the Squats have a characteristic fondness for heavy are accompanied by some Engineers Guild troops.
firepower, and heavy bolters are a favourite weapon. Most Engineers wear a personalised ‘uniform’ of leathers over
squads will have at least one heavy weapon, and sometimes T-shirts or singlets, with individual decoration such as
an entire squad may be equipped with heavy weapons. fringes and studs. Lodge symbols, and the universal
Since no Squat would consider himself fully dressed hammer symbol of the Engineers Guild, are worn instead
without at least one sidearm, it is not unusual for Squats of stronghold and Brotherhood badges. Guildmasters are
to go about armed to the teeth as a matter of course. Most more elaborately dressed, usually wearing heavy and ornate
citizens of the Imperium carry a sidearm and a blade chains of office.
weapon as part of their standard dress, but Squats are Apart from their dress, the other most distinctive feature
renowned as particularly fond of weaponry. This fondness of Squat Engineers is their motorbike and trikes. These are
is reinforced by the hostile environments in which they universally favoured by Engineers as a personal transport,
are usually raised, where dangerous flora and fauna, and and some have been adapted for battlefield use by the
the constant threat of Ork and Eldar raids, encourages even addition of weapon mounts. The Engineers make more
the youngest of Squats to pack a few hand guns and extensive use of bikes on the battlefield than almost any
something loud and heavy on his bike. other troop type.
Da
AL
172
SQUATS ARMY LIST
173
174
HE Ga
dE ARE
175
SQUATS ARMY LIST
BIKE/TRIKE
GUILD TRIKE* 32 16 % 2 4
)£1
*
This profile is only used for Guild Heavy Weapon Trikes
-other Squat trikes use the normal bike profile. {Ey
Other Squat vehicles (eg Land Raiders and Rhinos) use the
normal profiles. gun
plasma
faulty
176
SQUATS ARMY LIST
A Squat Brotherhood consists of the following units and Warlord -10, +10, +20 or +30
p4gsonalitics: Guildmaster -10, +10, +20 or +30
Spiritmaster +10
Units/Personalities Minimum Cost Hearthguard
:
+5
per Unit
Warlord with his Hearthguard
1
120
Apersonality may add any one of the listed bonuses, or
may take the weapon as rolled without any bonus at all.
‘3-4 Combat Squads 215 each
0-1
Guildmaster* 20
0-2 Guild
Bike Squads
0-2 Weapon Teams chosen from:
555 each
0-3 *
Living Ancestors
Only available if at least 1
190 each
® ALLIES
Although the Legiones Aststartes shun serving with
Abhumans wherever possible, the Imperial Guard are quite
prepared to serve alongside Squats. In return, Squat forces
can often count on Imperial Guard contingents being
An Engineers Guild available to support them. Indeed, of all the Abhuman
Expeditionary Force, consists of the
following units and personalities: troops that the Imperial Guard may find themselves serving
with, Squats are certainly perferred by most commanders
because the Guard can count on their reliability,
ei
___per Unit determination and technical expertise to make life on
campaign a lot easier.
1
Guildmaster 20
It is these very same qualities that impress many Rogue
24 Guild Bike Squads
=
|
555 Traders. Rogue Traders were among the first agents of the
0-2 Guild Weapon Teams 70 + weapon
Imperium to re-establish contact with the Home Worlds.
09 Living Ancestor | 190
The minimum points value of a Squat Engineers Guild
Ever since that time, many Rogue Trader contingents have
given valuable assistance to the Squat Brotherhoods and
the Guild.
Expeditionary Force is 1130 points. This includes the
Guildmaster and 2 Guild Bike Squads without any Squats in the service of the Imperium may spend 25% of
additional equipment or optional upgrades, and with the their points value on forces chosen from the Imperial Guard
Guildmaster as a Champion. or the Rogue Trader army lists.
177
SQUATS ARMY LIST
wl
|Observed by a Commissar, Imperial Squats battle Chaos Squats
Orks
TRAITORSQUAT |3 |4|3|3fdf1f2(1[8 6/88
178
SQUATS ARMY LIST
Miwsisis
J
ADDITIONAL EQUIPMENT
The Warlord must be accompanied by 4 Hearthguard. The Warlord EQUIPMENT PTS/MODEL EQUIPMENT PTS/MODEL
and bis Hearthguards can be of whatever level the player wishes. This EXO ARMOUR 75 POWER SHIELDS 1
means that the unit may include a mixed group of personalities of POWER AXES 6
various levels.
The basic points value includes the points value of a Champion GRENADES
Warlord. Add + 50 points to the basic value to upgrade bim to Hero,
GRENADE TYPE COST GRENADE TYPE COST
or +80 points to upgrade bim to Major Hero.
ANTI-PLANT % SCARE GAS I
KNOCKOUT % TOXIN
PHOTON 1
VIRUS (1) 4
ADDITIONAL EQUIPMENT PLASMA (1) I
VORTEX (1) 25
EXO ARMOUR RAD 1
75
SPECIAL EQUIPMENT CHARTS As an alternative to the Additional Equipment listed above, Hearthguards may
The Warlord bas a wide choice of equipment. bis privileged status and wealth roll on the Special Equipment Charts (each Hearthguard makes separate rolls
allows bim to acquire virtually any equipement be likes. He cannot use thisprivilege and each may take up 10 the number of rolls listed below)
to supply otber members of bis force be may only choose items be intends to
-
use bimself. The Warlord can applya -10, +10, 200r 30 modifier to bis rolls
+ + SPECIAL EQUIPMENT CHARTS
on the Special Equipment Charts
CHART ROLLS PFTSROLL
STANDARD WEAPONS 01 3
we
INSInE)
I.
IEEE
sums
3
Stronghold banners, these may be photocopied and painted using Citadel paints and inks Jor use on your miniatures.
179
SQUATS ARMY LIST
STANDARD EQUIPMENT ONE OF THE FOLLOWING PER TEAM (POINTS COST INCLUDES TEAM):
1
LEADER LAS PISTOL 7 TROOPERS LAS GUNS SUPPORT WEAPONS PTS/WEAPON TARANTULAS la
PTS/WEAPON
COMMUNICATOR MOLE MORTAR. .
: .. BO A bas two ap of
7
THUDD GUN. .. Identical type.
GRENADE LAUNCHER. 100
ADDITIONAL EQUIPMENT
. .. .
HALLUCINOGEN. . .
i
hes
.
;
8
4
16
SMOKE.
STASIS.
STUMM
. .
|
4
4
4
TACTICAL EQUIPMENT
BOMBOT (10 MAX).
PTS/WPN
25
LAS-CANNON.
.
MISSILE LAUNCHER
..
(WITH FRAG, CRACK AND
.
Ne x
|
130
TANGLEFOOT
KNOCKOUT 4 TOXIN. ..
os ‘
PHASE FIELD GENERATOR 70 MULTE-MELTA 170
PHOTON. . -
8 VIRUS (1 EACH) .
32 CONVERSION BEAMER.
PLASMA (1 EAC 8 VORTEX (LEADER 1
ONLY). 25
H). . -
OPTIONS
You can make up to 2 rolls per Ta on the Grenades/ Special 5s
EQUIPMENT EQUIPMENT
ImmR
AUTO CANNON
CONVERSION BEAMER
HEAVY
LAS-CANNON
WEBBER
. . .. .
&
D-CANNON <o MISSILE LAUNCHER.
GRENADE LAUNCHER
‘WITH FRAG, CRACK AND
. .
(WITH FRAG, CRACK AND
MELTA MISSILES)
MELTA GRENADES)
HEAVY PLASMA GUN
MULTI-LASER
MULTI-MELTA
.
HEAVY STUB.
EQUIPMENT EQUIPMENT
CHAINSWORD POWER GLOVE.
POWER AXE..... COMBI-WEAPON.
... ..
180
SQUATS ARMY LIST
A
i
105 LAS-CANNON
CONVERSION BEAMER 120 MISSILE LAUNCHER
D-CANNON (WITH FRAG. CRACK AND
ANGINAL Suh any HEAVY PLASMA GUN MELTA MISSILES)
HEAVY STUB MULTI-LASER
EQUIPMENT ONE OF THE FOLLOWING:
EXO ARMOUR, 73 DISPLACER FIELD 2 HEAVY WEBBER MULTI-MELTA
PLATE ARMOUR d
1
REFRACTOR FIELD [1 ADDITIONAL MISSILE LAUNCHER AMMUNITION:
CONVERSION FIELD 3
STASIS FIELD 25
POWER SHIELD
You
to
can make up 2 rolls per Missile Launcher on the Grenades/Missiles Special
Equipment Chart for extra ammunition
SPECIAL EQUIPMENT CHARTS CHART ROLLS PTSROLL
GRENADES/MISSILES 2 7
The Guildmaster bas a wide choice of equipment; bis important status within
the Guild allows him to acquire virtually any equipment be likes. He cannot use ADDITIONAL EQUIPMENT
this privilege to supply other members of bis force, and be may only choose tems
be intends to use himself. To represent this the Guildmaster can make the following EQUIPMENT POINTS To protect weapon, trike and team
rolls on the Special Equipment Charts, in addition (0 taking any of the above POWER FIELD (1* RADIUS) 20 members; Includes power fleld
equipment. He may applya -10, «10, +20 or + 30 modifier to these rolls on the synchroniser.
Special Equipment Charts.
CHART ROLLS PTSROLL
CLOSE COMBAT WEAPONS 0-2 3
0-2 7
GRENADES/MISSILES -
EQUIPMENT AND BIONICS 04 5
The Guardsren Rept thefr beads down and concentrated on
‘siaving alive Swrrownded on three sides by the
adiancing
Orks,
BIKE OR TRIKE FOR GUILDMASTER
POWER FIELD FOR BIKE/TRIKE
:
Power field (1° radius) protects bike or trike and its rider, and includes a power
70
20
thet every move was rewarded by a
dead, and the swyvivors of the Second
hail
of bolter and plasma
fire. Lieutenant Morisx and Commissar Granden were both
Platoon buddled into a
using what cover theve was and preparing to sell their
[field synchroniser.
ise
res dearly.
for
a few more minutes,
then we
start
an advance!” Trooper Bredon looked up wearily.
“What have they Rot left 10 send us?" be asked. "Land Raiders?
We'll need some real
The Sergeant smiled. firepower
10 cut through these greenskins.”
We'll no"
quite
7
“Not Land Rafders, be said. “Squats”
“Squats? need half a company to get ont of this alive. let
alone push forward!”
Been as Bredon spoke. over to the right there was notse like a
dozen thunderstorms at once. Four squads of Orks went down
lll]
ILIl
Hike
181
SQUATS ARMY LIST
GUILD BIKE SQUADS at 555 points per Squad LIVING ANCESTORS at 190 points
LEADER AND 7 BIKERS
driwii Aj
UAT
3141313014012
BS 2 I |
ed —
SQUAD MAY BE UNIFORMLY EQUIPPED WITH ONE OF THE FOLLOWING AUTO PISTOL 1
STUB GUN 1]
The Living Ancestor may ride in a sidecar attached to any bike in the force
NEEDLE PISTOL PLASMA PISTOL PSYCHIC ABILITIES
LASPISTOL SHURIKEN PISTOL
AUTO-PISTOL PAIR OF SAWN OFF SHOTGUNS Living Ancestors bave psychic abilities but these are special to Squats and mainly
BOLT PISTOL CHAINSWORD defensive in nature.
HAND FLAMER
Mastery Level 4
SMOKE :
See
1-10 Aura of Resistance 56-65 Aura of Recalcitrance
CHOKE. .. 3 STASIS. 11-18 Cure Injury 66-70 Transfer Aura
HALLUCINOGEN STUMM 16:25 Immunity from Poison 71-80 Aura of Invulnerability
ND
oe
HAYWIRE NEDA
TANGLEFOOT SD 26-35 Aura of Protection 81-85 Cure Wounds
KNOCKOUT TOXIN 36-40 Jinx 86-90 Stasis
PHOTON VIRUS (1 EACH) w
MN 41-45 Rally 91-95 Strength of Mind
PLASMA (1 EACH) VORTEX (LEADER - 1
ONLY) 2 46-50 Smash 96-00 Temporal Distort
RAD ~ 51-55 Sense Prescence
a call for fire succends. Only one model may try to call down supporting fire Robots must be controlled by
cach turn a Guildmaster.
182
SQUATS ARMY LIST
— =
8 \
Ns
183
HARLEQUIN
z
As
:
FsBd are merry.
CK
ad ol
Chesterton
s
their songs
25 ad” The Harlequins (Eldar: Rillietann) are a uniquely Eldar social
and military institution - a caste of fighters and entertainers
who exist beyond conventional Eldar social structure. They
owe no allegiance to any craft-world or other Eldar
community and travel amongst Eldar - and other races -
at will.
Hrythar had seen a Harlequin troupe only once The Harlequins see no distinction between art and war, and
before - as a child several decades ago - but now their outlook can best be explained by reference to the legend
he had been chosen as lavair, to welcome the of the Fall of the Eldar; one of their self-appointed duties is
Masque of the Dance Without End to Saim- to keep this legend alive through their performances.
Hann craft-world. He fought down tension as The central figure of Harlequin belief is the Cegorach - the
the warpgate opened and two dozen figures Great Harlequin, also known as the Great Fool, the First Fool
stepped out of the shifting, coruscating colours. or the Laughing god. According to legend, this deity survived
It was said that Harlequins could smell fear, and the Fall because his mocking nature distanced him from the
as the spokesman for his craft-world. it was not
corruption and decadence that became Slaanesh. The Great
Harlequin is the only authority that the Harlequins recognise.
scemly to show any. There are stories about Harlequins and other Eldar who have
The newcomers’ appearance certainly lived up met the Laughing god in the guise of a Harlequin without
realising his identity until afterwards.
to the stories. Three little knots of troupers cach
manhandled a trunk like a garishly-coloured Harlequins travel constantly, presenting entertainments based
coffin, which hovered just above the deck on on Eldar tradition and centred on the body of lore which
has sprung up around the Laughing god. They have been
suspensors. Three skull-masked margorach Death known to stage their dance-dramas for Humans and other
Jesters glided forward with their great reapers non-Eldar, since they believe that the Fall of the Eldar holds
and flame lances on their backs, moving a lesson from which all races may benefit.
automatically towards the chambers cardinal As well as being entertainers, Eldar Harlequins are the
defence points. Four esdainn Warlocks strolled deadliest fighters of their race. In battle, they use their
forward in a group, their masks bobbing in an acrobatic skills and a range of specialist equipment to
animated discussion that had evidently begun on devastating effect. Among many of the less intelligent races
the other side of the warpgate. The athair - the they are regarded as wizards, malevolent warp entities,
Avatars, who played the Laughing god in the or worse.
masque - and led cach troupe in battle - emerged Harlequins are thought to wear their masks at all times. Their
last, the fixed ironic half-smiles on their masks clothing is tight-fitting and brightly-coloured, with bold
seeming to comment on what had come before. stripes, zigzags, spots, checks and other colourful designs.
Multiple belts, studs, straps, buckles, scarves and other
“Lavair.” said onc of these. It was a statement, adornments are common, and the symbol of the masque is
nota question. Hrythar struggled to scem relaxed often incorporated into the clothing design. Death Jesters are
and slightly offhand, as courtesy demanded. an exception to this practice, preferring to wear
predominantly black clothing, often with white skull and
“Hrythar Dreamweave.” he answered. “Saim-Hann bone designs.
is gladdened by your presence.”
A device known as a holo-suit, dathedi shicld
(dathedi:
“Dreamweave,” the voice was rich and even, “between colours"), or visual disruption field, is incorporated
despite the mask’s distortion, "A fortunate name’ into each Harlequin's body-suit; projecting a holographic field
Unsure whether this was compliment or mockery, around the wearer's body. This produces various costume
effects in performance, and operates in battle like a
Hrythar held an expression of bland courtesy. programmable form of cameleoline, breaking up the
Inclining his head to the Avatar, he turned to Harlequin’s outline. Refractor and conversion fields are also
lead the Harlequins to the quarters set aside for widely used as well. In addition the Death Jesters commonly
them. Even though he concentrated on his wear carapace and other armour types.
movements as he walked, beside their fluid, To enhance their speed and agility, Harlequins are equipped
gliding figures he felt clumsy as an Ork. He with suspensor belts known as Flip Belts, Inertia Pivots or
burned to ask if and when the masque would geirgilath (Eldar: ‘belt of speed’). These devices allow the
perform, but it was for them to say, and for Harlequins to pivot effortlessly about hip-level, and permit
to ask. undiminished use of their spectacular acrobatic abilities even
¢
when encumbered with battle-gear. Harlequins use a range
of specialist equipment (described in detail below), as well
as conventional kit.
Vehicles attached to a Harlequin force are brightly painted
0
(298° in the same patterns as the Harlequins themselves, and
festooned with flags and bunting - a strangely cheerful sight
on the battlefield. It is also common for Harlequin vehicles
to be equipped with visual disruption fields.
184
HARLEQUINS ARMY LIST
Avatars (Eldar: athair) are the officers of the Harlequins; each
troupe is led by an Avatar. In performance, the Avatar dances
A hush descended as the performance began. the part of the Laughing god.
The first work was performed by a single troupe.
O Some Avatars wear long coats to indicate their rank. They are
It was onc of thc many storics about the Great usually armed with two close combat weapons (one of which
Harlequin, the Harlequins’ only master. The Warlock is often a shuriken pistol), and equipped with visual
stood to one side, his dathedi suit cycling through disruption and conversion fields. In addition, some Avatars
the shifting reds, greens and golds of the Storyteller may have psychic abilities. Occasionally, an Avatar may be
as he wove a commentary with the projectors of armed with vortex grenades, delivering them by running
light, sound, psychic impulse and programmed forwards alone while the rest of the troupe supplies
hallucinogen from the creidann unit on his back. covering fire.
The Avatar danced the part of the Laughing god. The Avatars of some Harlequin troupes carry a number of
with his suit projecting the ever-changing lozenge lightweight batons, which unfold into a flag bearing the
pattern of the Great Harlequin. symbol of their masque. This is commonly left as a ‘calling
card’ after the destruction of enemy units and installations.
Death catered, his suit cycling through the
decomposition of a corpse from flesh to bone to IT Iw T]A Ld in Ter we]
dust to nothingness and back again. Troupers danced AVATAR [lwstes]s
6|/6|6|4]|]4|]2|8|2|9]|10][10]9
around him, falling at his touch. The Laughing god
danced around the outside.
Troupers (rillietann) form the backbone of a Harlequin
Suddenly, the performance stopped. The High force. In performance they dance the chorus roles, and in
Avatar of the Dance Without End walked to the battle they form the rank and file of the Harlequin troupe
front of the stage, and looked out into the audience. - if such a term is appropriate to the unique structure of
Then he bowed - a bow of courtesy to a superior. Harlequin troupes.
The audience sat in stunned silence. Then one Typical equipment for a trouper consists of two close combat
figure rose. weapons (one of which is often the shuriken pistol), a visual
disruption field and a refractor field.
Those few who recognised him knew him only as
an undistinguished Infinity Matrix technician. He
had lived on Saim-Hann for over a century. humbly
tending the circuitry that maintained the countless
Ancestors as the spirit in the body of the great
Ea
HARLEQUIN me
|
6 BS|S|T
|4 4
(3
W[1 A Ld int]Cl
|
|3|1|/6|1]/8|9|9|8
WP
ship. Now the High Avatar of a Harlequin masque Warlocks (esdainn) are specialist psykers. While other
had bowed to him. He nodded - curtly. as to a personalities may or may not have psychic powers, the
subordinate - and walked toward the stage.
Warlocks contribute most to the psychic capacity of a
Harlequin force. Many Warlocks favour masks which do not
“Saim-Hann is fortunate” The High Avatars voice feature a face design.
scemed uncomfortably loud after the silence. “We In performance, the Warlock takes the roles of the Wizard
shall perform The Dance” and the Storyteller, and adds to the performance by using his
psychic powers and the release of programmed hallucinogens
from the creidann mini grenade launcher strapped to his
i
DEATH and performs daring stunts of escapology and risk - ‘dicing
c= with Death’, as they are fond of saying. In battle, the Death
Jester delivers his punchline with las-cannon and shuriken
cannon. Carapace armour, enhanced by visual disruption and
conversion fields, is worn. The encumbrance of their
HIGH FARCE
2 equipment is countered by their Flip Belts. They have been
|
| MWSIBS!S
HIGH |[T W|I |A |LdiintiCl WP
WARLOCK
|
6 7]|7[4|4]|3|9(3]|10/10/10]10
Mimes (distaur) are under the direct command of the Master
Mime, instead of being allocated to individual troupes. In
performance, the Mimes play mystical and dacmonic roles,
using movement and gesture only. Even in everyday life, the
Mimes speak little, communicating among themselves by
lambruith, their system of hand-signals.
It is customary for Mimes to go in advance of a masque or
troupe to announce their arrival. Frequently they simply
appear on a craft-world or elsewhere, without anyone
knowing when or how they arrived. This skill is also used
in warfare - the oft-repeated stories of enemy commanders
suddenly and unaccountably finding a Harlequin ‘calling card’
in their command centres are typical examples of the tactics
Mimes use to undermine enemy morale. Infiltration and
assassination are their speciality.
-
MIME
IM|wsiBsS|S
IT |W
6|l6l6lalal2
|=
0
AlLd|int|
2|9/10]10]9
Cl WP
6|7|7]|]4|]4|3|9(3]10]10/10[10
——d
HARLEQUINS ARMY LIST
Solitaires (arebennian) are outside the masque, and roam
the universe alone, occasionally joining a masque for a single
performance or battle as the fancy takes them. They are the
only Harlequins who can play the role of Slaanesh in the great
Harlequin masterwork known as The Dance; various stories
exist of other Harlequins who have tried, and been driven
mad by the experience. They almost always fight
as individuals.
Among the Eldar it is said that Solitaires are Harlequins
who have been touched directly by the Great Harlequin, and
have his insight into the fall of the race and the nature
of the universe. A Solitaire may live unknown among Eldar
(or even members of another race) for years or decades, and
there are many rumours and folk-tales telling of Eldar who
have met a Solitaire, and realised later that this was the Great
Harlequin himself. Solitaires represent the very pinnacle of
the Harlequin ideal, and are formidable foes.
SOLITAIRE
MIWSIBS|S
| | |
6 7
I
TIW|I1 [A |Ld|Int|Cl
7|4|4|3[(9]|3/|10/10/10]10
WP
—Loo
HARLEQUINS ARMY LIST
in all its seductive glory. The Eldar, for all their apparent
culture, had never encountered its like. Some turned from the
warp with disgust when the corrupting nature of Chaos and
its effects on reality became evident, but others responded
with new vigour. The manifestations of Chaos - insanity,
wickedness, and depravity - spread like wildfire through the
Eldar, and was carried further by tainted individuals with
access to the warp-gates. In the space of a single generation,
the Eldar paused in their quest for enlightenment and chose
the darker path into the service of Chaos.
Eldar who remained untouched by Chaos, retreated to the
citiships and the larger craft-worlds. The insanity of Chaos
had no foothold or appeal aboard the vast ships. The warp-
gates to the infected Eldar worlds were closed and locked.
The citiships were absorbed into the larger craft-worlds, and
all drifted into the depths of space, lifeboats and seedpods
THE of civilisation.
HARLEQUINS ARMY LIST
§
A 0
HARLEQUINS ARMY LIST
SPECIAL RULES
Harlequins may move past or over enemy models without
becoming engaged in hand-to-hand combat, using their agility
and acrobatic skills to dodge past, somersault over or
otherwise evade the enemy. In order to do this, a Harlequin
must be able to move into the space directly behind the enemy
model; if another model, or an obstacle (eg, a wall), is
immediately behind the enemy model, the Harlequin cannot
use this ability.
All members of a Harlequin troupe must stay within 4” of each
other unless the unit has been split (WH40K p16).
Harlequins have a 360° attack arc (WH40K pp24-25). They
can attack hand-to-hand opponents in any direction, and have
no side or rear facing.
Harlequins suffer no penalties for using more than one weapon
at once (WH40K p26).
Once per combat engagement, a Harlequin may use the
Deathdance special attack. The Harlequin's A score is doubled
for that hand-to-hand combat phase as he or she explodes into
a whirlwind of acrobatic mayhem.
Non-Harlequin personalities may never assume command of
a Harlequin troupe.
190
x
HARLEQUINS ARMY LIST
every opponent the Harlequin has ever killed, over and over
again in a continuous cycle. This has the effect of making the Mod. |C H S F Cost
Harlequin cause fear in all hand-to-hand combat opponents.
-3
EEX 7 50
Monofilament Injector -
“The Harlequins’ Kiss’"’
Also known as the brathu-angau (Eldar: ‘kiss of doom'’) or
Sting, this terrifying weapon is the Harlequins’ trademark. It Mini-Grenade Launcher
The mini-grenade launcher or creidann (Eldar: ‘‘belief-
consists of a slim tube, generally strapped to the back of the
forearm, which fires a long stream of monofilament wire. After maker'') is a piece of special equipment used by Warlock
a successful hand-to-hand combat hit against an opponent,
characters. Essentially it is a light grenade launcher worn like
the wire streams out of the ‘kiss’ and into the victim's body, abackpack. It projects grenades over the user's shoulders while
where its twisting and coiling quickly reduces bones and leaving both hands free to use other weapons. Like other
grenade launchers, it can fire indirectly.
organs to the consistency of soup. Less intelligent races such
as Orkoids often believe the Harlequins to be malevolent warp In performance, it is used to provide special effects using a
creatures or worse. mixture of light, sound, and programmed hallucinogen
Normal to hit rolls and armour saving throws are made, there grenades. In battle, it can fire grenades of any type. Unlike
is no Strength vs Toughness roll with this weapon. A model a normal grenade launcher, it does not count as a heavy
which fails its armour saving throw is automatically killed. weapon, and is not slow-firing.
On the next turn, the Harlequin must make a successful check |
As Ammo
| Damage
Holo-Suit
Short
| long
|
Close Combat Only
Short
To Hit
Shooting
long | Strength
See Text
| Damage :
191
HARLEQUINS ARMY LIST
Bio-Explosive Shurikens
The bio-shuriken or marsgrech (Eldar: ‘‘screaming death’)
is a special ammunition type for the shuriken cannon. It has
earned a terrible reputation among many races for its
spectacular and deadly effect; among the many names it has
been given are Screamers, Screaming Bug, Gut Blower and
Bomb Serum.
Each bio-explosive shuriken consists of a shaped energy field
containing a small amount of a genetically-tailored serum.
They must be loaded individually, so a shuriken cannon loses
its following-fire capability when using this type
of ammunition.
When bio-explosive shurikens are being used, firing and hit
determination are carried out normally. model who is A
The first troupe had already destroyed one Human squad, and even he
could barely see them as they leaped toward another, dathedi patterns
breaking up their outlines until they looked like rainbow streaks of light.
The second troupe had just made contact - as he watched, the Avatar
impaled their officer with his Harlequins’ Kiss. The Human stared stupidly
for moment, and then collapsed. as boneless as a jellyfish, with only
a
his skin to hold him together. Onc Human trooper stood his ground.
desperately filling the air with laser-fire against the half-scen attackers.
The approaching Harlequin seemed to flow over and around the bolts,
stepping and bending as casually as a technician crosses a drive-room’s
pipes and cables. A final leaping somersault, the flash of a chainsword,
and it was over,
The third troupe was a few dozen paces ahead, making for the low
command bunker. He motioned the others forward - the High Warlock
acknowledged with a flash-pattern from his faceless mask, and the three
Mimes moved to the fore.
The creidann grenade launchers of the two Warlocks laid down patterns
of smoke and hallucinogen as the Shadow Weavers broke into a loping
run. A couple of the Humans began to wail and thrash as their respirators
failed them. Lathrangil killed two others in passing - a kick sent one
off-balance, and he fell into Lathrangil's force sword. His companion
flew backwards under a hail of shuriken. He reached the bunker just
as the third troupe's Death Jester finished vapourising the door. To one
side, a trouper punched his Kiss through an observation slit, and he half-
heard the scream, bubbling, and silence.
The Human commander had just begun to turn as Lathrangil felled the
remaining guard and raised his shuriken pistol. The commander's las-
pistol was half-drawn when Lathrangil's finger caressed the trigger.
Then he laughed and bounded back across the battlefield, somersaulting
for the joy of it.
192
HARLEQUINS ARMY LIST
Standard Equipment
INTRODUCTION If this option
is selected then all the hardware listed must be
taken. Unwanted items can either be discarded or given to
This army list may be used to create an all-Harlequin force, other models. The pre-set cost must be added to the model's
or to create a Harlequin allied contingent for an Eldar force. Base Value.
To create an all-Harlequin force, the list is used as it stands.
If a Harlequin allied contingent is wanted for an Eldar force, Special Equipment Charts
Personality models who do not take the Standard Equipment
the player rolls D6-3 to find the number of troupes available. option may obtain extra items according to rolls made on these
If the result of the die roll is zero or less, no Harlequins are charts. Points are paid per roll, and unwanted items can either
available. In a Harlequin allied contingent, there will be a be discarded or given to other models. The charts appear at
number of additional personalities equal to the number of the end of the list.
troupes, if desired; these can be chosen freely from the list.
Additional Equipment
Harlequins will not normally fight alongside non-Eldar; Regardless of whether a personality chooses
however, a non-Eldar force may include a Harlequin Standard or
contingent (as allies or mercenaries) if the enemy is a Chaos Special equipment, the Additional Equipment listing gives
force. In any event, only up to half the total points available details of other hardware that the model may have by paying
the points indicated.
can be spent on a Harlequin contingent.
Additional Psychic Abilities
the appropriate cost a model can obtain D6 rolls
+
By paying
on the stated Psychic Ability chart. Note that the higher level
charts require a minimum level of Mastery before extra
abilities can be obtained.
Using the List
Base Value
Harlequin
The points cost for Troupes and personality models excludes
the cost of the additional close combat weapon which is part
of a Harlequins Basic Equipment. Any weapon listed on the
Personalities
Harlequin personalities (ie Warlocks, High Warlock, Death
Additional Close Combat Weapon chart can be selected, and Jesters, High Avatar) may operate independently, or in ad hoc
the points cost added to the Troupe or model as appropriate. units, or be attached to individual troupes. They may join or
split from units during the game in the normal way. Solitaires
Basic Equipment always fight alone, and may not join a unit of any kind.
The points cost of this mandatory equipment has already been
included in the model's Base Value. :
Harlequin personalities who survive a battle are automatically
available for the next battle where Harlequins appear, with
Psychic Ability the same equipment. The player may give them additional
The cost of any initial ability has already been included in equipment (paid for at normal points costs) by rolling on the
the model's Base Value. Character Equipment Charts at the end of these lists.
IISA
ARAAIT
RA
ARTIIISA
“i
Pa
BS
hii
oe \
“aa
193
HARLEQUINS ARMY LIST
force if the models are suitably painted, and bedecked with Neuro-disruptor +25 +5
It
appropriate banners. is not permissible, for instance, simp-
ly to take a Rhino in a codex standard paint scheme with
Plasma pistol
Power Axe
+22%: +4%
+30 +6
Imperial banners and attach it to a Harlequin force. Power Glove +75 +15
Power Sword +35 +7
Reliability Shuriken pistol +25 +5
As mentioned above, Harlequins take little trouble to main- Stub Gun +2% +4%
tain the robots and vehicles which come into their posses- Sword +2%s + point
sion, so malfunction and breakdown are constant problems. Web Gun +10 +2
Note that all troupers must have the same weapon, but an
Vehicles: At the beginning of every Harlequin movement Avatar need not have the same weapon as the troupers
phase, roll a D6 for each vehicle. On a roll of 1, a malfunc- he commands.
tion has occurred; roll again on the following table and refer *
This weapon may only be chosen if the model is a psyker.
to the Vebicle Special Damage Charts in WD103 (pp 20-21).
e— =
>=
=| a
1
Ett
f=
7 LAS-CANNON
FLAMER
194
HARLEQUINS ARMY LIST
|
1 HIGH AVATAR
BASE VALUE: Minor Hero 135 points, Major Hero 195 points
ROFILE: CI
Minor Hero MWS TIWILIA 1d
6|6/6l4l4]2(8|/2/9 lac}
[10/10]
wp
9
+ / A
or Hero 6l717J4lal31913]10[10]10]10
/
/ / \ \ x RN m—
/ Basic Equipment
\
/ / K
/
scanner, energy scanner. shuriken pistol
additional close combat weapon
2
%
rl
7 id
Ne Mastery
Psychic Ability
Psi-level Abilities
i 3x
1
10 Level 1
A :
7) Be /
\¢ Options
Standard Equipment: 43 points
Conversion field, Force Sword
. \ Seqwiecd
.Sastcry(min) hes
poss
Rolls
(Ray)
= or
Additional Equipment
D6 rolls on Jokaero Digital Weapons
Chart at 2 pts per roll
I
Level I DG 18 pts
Options Options
Upgrade Psychic Mastery (Avatar only) Psychic Ability
New Mastery Psi-level Abilities Cost None
1
D6 18
and file of the Harlequin Substitute Las-Cannon with
Jorce and are led into
battle by an experienced Substitute Shuriken Pistol with Shuriken Cannon 10pts ;
Avatar officer Harlequins® Kiss 45 pts (with standard & bio-shuriken ammuniution)
Power Glove 10 pts
Additional Equipment
Harlequins’ Kiss SOpts
Equip with Grenades Power Glove 15pts
Grenade cost for 5 cost for Grenade cost for 5 cost for 1
+
+
Scare Gas
Smoke
Stasis
Anti-plant
Blind. . :
+% point
+1
point
Photon
Rad
+1
+4 points
point
Frag N
Choke + Yi
point Scare Gas +1 point
Hallucinogen + Stumm Crack - normal +2 points Smoke + ¥:
Haywire +
Tanglefoot point
Frag +1 point Stasis +4 points
Knock-out +
Toxin Gas
Hallucinogen +2 points Stumm +% point
Melta-bomb + | Vortex (1)
+4 points +1 point
Haywire Tanglefoot
Note that all troupers must have the same grenade type(s). The Avatar need not Knock-out +¥: point Toxin Gas + ¥: points
have the same grenade type(s) as the troupers he commands Melta-bomb +4 points Vortex (1) +25 points
195
HARLEQUINS ARMY LIST
0-1 HIGH WARLOCK
BASE VALUE: 360 points
TIWII]A at | Cl
7141413191310 ]10 [10/10
Basic Equipment
Harlequins’ mask, holo-suit, cc bio
scanner, energy scanner, shuriken pistol, mini
or,
grenade launcher with blind, hallucinogen, scare
and anglefoot grenades
Psychic Ability
Mastery Psi-level Abilities
3 30 Ixlevel 1,
2&3
Options
Standard Equipment: 18 points
Conversion field, Power glove
pi !
Ey
ola
Upgrade Psychic Mastery
Bionics
Equipment & Armour
0-4
0-4
25
5
0-1 SOLITAIRE
BASE VALUE: 140 points
New Mastery Psl-level Abilities Cost Substitute Shuriken Pistol with [int
TIWIT[Al1d Cl
4 40 3xlevel 4 140 Harlequins’ Kiss 45 pts
6 717141413193110 10 10
pen 8
scanner. energy scanner, shuriken pistol
Chart None
i Level I
D6 18 Psychic Ability
2 Level 2 DG 35 None
3 Level 3 DO 70
4 Leveld D6 140 Options
| Standard Equipment: 14 points
0-6 WARLOCKS Conversion field, carapace armour with 2
suspensors, neuro-disruptor.
BASE VALUE: 220 points
SITIWiI]A Special Equipment Charts
6leleldlal2isl2[9
[10]10 Chan
Close Combat Weapons
Rolls
1.2
Pis/Roll
10
Basic Equipment Basic Weapons 0-1
35 pis
2 20 Sxlevel &2
xIxlevel
|
2 20 Level | & 2 85 pts
3 30 2&3 1.
165 pts
Options 4
40 Axlevel 1,2 3 &4 305 pts
Standard Equipment
None
Additional Psychic Abilities
Special Equipment Charts Required Mastery (min) Psychic Abilities Chart Rolls (max) Cost
None
1
Level | D6 INpts
2 Level 2 D6 35 pts
3
Level 3 D6 70 pis
These elite psykers Upgrade Psychic Mastery 4 Level 4 Do 140 ps
bypically use their mental New Mastery Psl-level Abilities Cost
powers to support a (pts)
Harlequin advance, a i
0 Sxlevel 3 80
Substitute Shuriken Pistol with
pasos comer ded of Harlequins’ Kiss 45 pts Power Glove 10 pts
Additional Psychic Abilities
Psychic ~~ Rolls Cost
Bove coon
4
PEIN CADEES
Additional Equipment
gan) Oo)Chae
wa 2
Level | Do 18
Shuriken Cannon
(with standard and bio-
15 pts Mini-grenade launcher. 30 pts
D6 rolls on Jokaero Digital
3
26
ian
2 De 2.
shuriken ammunition
targeter and suspensors)
Weapons Chart 2 pts per roll
Power Glove 10 N
pts ori Anti-plant +%
point Haywire +4 points Smoke + ¥:
point
Blind +1 point “wck-out. + Vi
point Stasis +4 points
Grenade Type
Sauty wn ith Greaades
Grenade Type .
Cost
Choke
Crick -
normal.
%
point
+2 poids
+
welta-bomb.
Photon
+4 points Stumm
+1 point Tanglefoot +point
+1 point
Anti-plant *% Cont
point Photon +1 point
Frag +1 point
Hallucinogen 2 points
+
Rad
Scare Gas
+4 points Toxin Gas.
+1 point Vortex (1)
+" points
+25 poims
Choke + Y%
point Rad +4 points
Crack - normal +2 points Smoke + Y%
point
Frag +1 point Stasis +4 points
Haywire +4 points Stumm +¥ point
Knock-out +
¥
poim Toxin Gas + %
points
Mela -bomb +4 points Vortex (1) +25 points
196
HARLEQUINS ARMY LIST
197
HARLEQUINS ARMY LIST
Harlequin
stated
Psykers “Harden your soul against decadence. But do not despise it,
for the soft appearance of the decadent may be deceptive.
As the lists,
in Avatars, High Avatars, Warlocks, High
One need only consider the Harlequin dancers of the Eldar
Warlocks and Solitaires have psychic abilities or the chance
of psychic abilities. The individual abilities are rolled randomly to sce the truth of this proposition.”
on the Psychic Ability Charts at the end of these lists. If a roll Leman Russ,
gives a model an ability it already possesses, the player may A Book of Admonitions for the Legiones Astartes
choose one ability freely from the chart.
Ability
01-10 Aura of Resistance 01-10 Animate Weapon
11-20 Cure Injury 11-20 Aura of Recalcitrance
® 21-30 Hammerhand 21-30 Cause Confusion
PS 31-40 Immunity from Poison 31-40 Cause Fear
41-50 Mental Blow 41-50 Destroy Aura
3 51-60 Steal Mind 51-60 Mental Blitz
61-70 Telekinesis 61-70 Rout
71-80 Telepathy 71-80 Transfer Aura
81-90 Teleport 81-90 Telekinesis
91-00 Wind Blast 91-00 Telepathy
Level 4
Level 2
D100
+ D100
Roll
01-12
Ability
Aura of Protection
Roll
01-10
11-20
Ability
Aura of Invulnerability
Change Allegiance
10. 13-23 Ectoplasmic Mist 21-30 Cure Wounds
24-34 Jinx 31-40 Limbo
35-45 Mental Bolt 41-50 Mental Blast
46-56 Rally 51-60 Stasis
57-67 Sense Presence 61-70 Strength of Mind
68-78 Smash 71-80 Telekinesis
79-89 Telekinesis 81-90 Telepathy
90-00 Telepathy 91-00 Temporal Distort
198
“This book is a colléction of the best
of White Dwarf Warhammer 40,000
articles. It ‘provides,
you with a
complete ‘update on"the forces and
‘technologies of the Warhammer *
.. Universe,
The
WARHAMMER
40,000 COMPENDIUM ‘contains the
complete army lists for: Space
Marines, Imperial Guard, Squats
and Harlequins together with their
histories and backgrounds. In
addition, it includes the new rules
‘for Dreadnoughts, Robots and other
fighting machines together with all%
nr.
3 Sd
Pak
~
=
=
Games Workshop
and Citadel GAMES WORKSHOP LTD, GAMES WORKSHOP INC.,
Miniatures logos Chewton St, 3431 Benson Avenue,
are the trademarks Hilltop, Eastwood, Baltimore,
of Games Nottingham, NG16 3HY Maryland 21227
Workshop Ltd.
Copyright © 1989 Games Workshop Ltd. All Rights Reserved.
1
5%011921"001521
9
ISBN: 1869893719 Ref No: 001523 Product Code: 0152 PRINTED IN GREAT BRITAIN
CITADEL"
MINIATURES