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Warhammer 40k Compendium OCR

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Warhammer 40k Compendium OCR

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Blair Mc
Copyright
© © All Rights Reserved
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WHITE DWARF

PRESENTS THE

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COMPENDIUM
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4 CREDITS®
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PRODUCED BY THE
GAMES WORKSHOP
DESIGN STUDIO:
Managing Director: Bryan Ansell;
Studio Manager: Tom Kirby; Design
Manager: Alan Merrett; Art Director:
John Blanche; Publications
40,000
Manager: Phil Gallagher; Print Buyer:
Steve McGowan; Editorial
Supervisor: Simon Forrest;
Production Supervisor: Tony Cottrell;
Miniatures Co-ordinator: Phil Lewis;
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
Masterson, Paul Murphy, Rick
Priestley, Nigel Stillman, Andy
Warwick; Photography: Chris
Medica: .733
The Badab War
.%
RAG
00
27
33
Colston; Artists/lllustrators: Tony Rough Riders . . .
.. 36
Ackland, Gary Chalk, Wayne
England, David Gallagher; Miniature Whiteshields . . . . . . 41
Painters: Ivan Bartleet, Andy Craig,
Richard Hodgkinson, Darren
Imperial Guard- Ogryns . 46
Matthews, Mike McVey; Citadel
Designers: Kevin Adams, Mark
Imperial Guard 53
Copplestone, Colin Dixon, Jes Dreadnoughts . . .
56
Goodwin, Bob Olley, Alan Perry &
Michael Perry; Plastics Development
Eldar War Walkers 70
Team: Bob Naismith, John
Thornthwaite, Dave Andrews;
Vehicles 74
Typesetting: Lindsey D le Doux Land Raiders . 82
Paton, Tim Pollard; Studio Assistant:
Alan Balderson; Finished Artists: Predators . . 85
David Clemmett, Shaun Halliday,
Vivien Heyes, Dave Lund, Tony
Bikes . . .
..
Osborne, David Oliver, Nick Ord, Hardware
Richard Wright; Projects Manager:
Andy Jones; Administration: Susan Craters. Robots.. . . . .

Burton, Heather Nicholson. Imperial


ARTISTS ‘Eavy Metal. oR

# Ackland
Tony
J
Dave Andrews
John Blanche ([@ Paul Bonner
Space Marines Army List.
IL
GCGary Chalk « Wayne England
Imperial Guard Army List.
[6 Dave Gallagher Jk Jes Goodwin Squats Army List .
fH
i
Gary Harrod
¥ Tony Hough <K Pete Knifton
¥ Aly Morrison
£8 Trish Morrison
[@ Russ Nicholson (&) Steve
Harlequins Army List.
Tappin
«a» Kevin Walker av Andrew Wildman
M Martin McKenna

ISBN: 1
869893 71 9
Product Code: 0152
Reference Number: 001523
Games Workshop Ltd
Chewton St, Hilltop,
Eastwood, Notts, NG16 3HY
Games Workshop Inc.,
3431 Benson Avenue, Baltimore
Maryland 21227
Printed by:
Pindar Print Ltd, Scarborough
A

AME SAWORKS HOP)


Product
Copyright 1989 Games Workshop Ltd.
All rights reserved.
LEGIONES ASTARTES
LEGIONES ASTARTES

RAN-THAWLL, ONE OF THE MOST FORMIDABLE COMMANDERS TO


M ENT0 R SERVE IN THE LEGIONES ASTARTES, HAS THE AUTHORITY TO
REFUSE FIELD TESTING OF ANY NEW EQUIPMENT THOUGHT TD BE
INS | G N | A DANGEROUSLY UNSTABLE. THERE IS NO RECORD OF THE
COMMANDER EVER CHOOSING TO EXERCISE HIS VETO. HE IS
THOUGHT TO HAVE VISITED THE EMPEROR SEVERAL TIMES,
THOUGH THIS IS MERE SPECULATION.

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CHAPTER BANNER
———————————
LEGIONES ASTARTES

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Imperial record:

Cross file'té:.
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~~ WD 01/063

Abuse of Medicine XMI14

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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 ORIGIN OF THE


LEGIONES ASTARTES
The Legiones Astartes (Space Marines) were instrumental in the
early wars that put the Imperium on the galactic map. At the end
of the Age of Strife, Earth was a single sovereign planet which had
only recently become free of volatile warp-storms. With the sudden
EXACTLY WHAT ARE SPACE MARINES? FLESH AND
dispersal of these storms, it became possible once again for spacecraft
BONE INSIDE POWERED ARMOUR PERHAPS, BUT CAN
THEY BE HUMAN - OR ARE THEY SOMETHING NEW? to travel to and from Earth. Earth's forces had carved out an Empire
WHILE INDEX ASTARTES DESCRIBES FACTS AND that stretched almost half-way across the galaxy within two hundred
LEGENDS ABOUT THE MARINES, INCLUDING UNIT years. This was the First Crusade.
BADGES, SPECIAL ORGANISATION, AND DETAILS OF
CURRENT LEADERS AND CHARACTERS, IT DOESN'T Research and development leading to the creation of the Space
DEAL WITH THE QUESTIONS OF WHY AND HOW THESE
Marines was undertaken in the thirtieth millennium immediately
WARRIORS EXIST. AS THAT SERIES CONTINUES
WE'LL LEARN MORE ABOUT THE STRUCTURE, prior to the beginning of the First Crusade. This work was conducted
RELATIONSHIPS AND HISTORIES OF THE LEGIONES in the superbly equipped laboratories built deep inside the planet
ASTARTES. BUT THIS MONTH'S CHAPTER APPROVED Earth. The objective of the program was to create a caste of warrior
FILE EXAMINES THEIR ORIGINS AS WE GD BACK... WAY elites, characterised by super-human strength and unflinching loyalty.
BACK... TO A WAR FOUGHT LONG AGO, AND A
FORTRESS-LABORATORY FAR BENEATH THE EARTH.
These new warriors were organised into their own special units called
THE VISITORS WAITED IN THE ELEVATOR CAPSULE
‘chapters’. Those chapters created at the time of the First Crusade
WHILST HIDDEN PUMPS SILENTLY ADJUSTED THE
TEMPERATURE, HUMIDITY AND PRESSURE. WHEN THE are known as Chapters of the First Founding. There were originally
DOORS OPENED THERE WOULD BE NO SUDDEN 20 of these, but only 7 survive in forty first millennium. Since the
DRAUGHT, NO BREEZE TO ALTER THE CONSTANT First Founding there have been twenty five other occasions when
THIRTY-ONE POINT SEVEN DEGREES IN THE the Emperor has felt it necessary to create new chapters. The most
SUBTERRANEAN VAULT. IN LABORATORY NINE, THE recent Twenty Sixth Founding was in the year 738 of the current
MOST STABLE ENVIRONMENT ON EARTH, CHANCE HAD millennium.
LONG SINCE BEEN ERADICATED.
INSIDE THE LABORATORY, DR DEVAM OUTEK AND HIS *...And here,’ continued Dr Outok, ‘we have five of the phase eleven
STAFF SHUFFLED NERVOUSLY AS MACHINES MADE
FINAL MINISCULE ADJUSTMENTS TO THE CAPSULE'S zygotes. The eldest has now been functioning uninterupted for
OXYGEN CONTENT. IN MOMENT THEY WOULD BE IN
A fourteen years.’ The doctor gestured towards the row of glowing
THE PRESENCE OF THE MAN WHO HAD PLANNED AND incubators containing several varieties of organic components in
GUIDED THEIR WORK THROUGH FIVE GENERATIONS OF clear, bubbling baths.
HUMAN ENDEAVOUR.

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
>

GENE-SEED AND ZYGOTES


There are nineteen varieties of gene-seed corresponding to the
nineteen different super-human organs which are surgically
implanted into the Space Marine.

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 cultured from the same original gene-seed.

As well as mutant implants, many chapters have lost one or more


types of gene-seed due to accident, genetic failure, or some other
cause. Very few chapters therefore possess all nineteen implants.
All
possess the carapace implant (phase 19). It is this implant which
marks a Space Marine for what he is - irrespective of other implants,
training or psycho-surgery.

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 I - Secondary Heart. The simplest and most self sufficient


implant. The secondary heart is capable of boosting the blood supply
or maintaining full life functions even with the destruction of the
recipient's original heart. The phase implant enables Marines to
1

survive low oxygen concentrations and traumatic injury.

Phase 2 - Ossmodula. This is a tubular shaped organ whose small


size belies its complex structure. The ossmodula monitors and
secretes hormones affecting epiphiseal fusion and ossification of
the skeleton. At the same time, the specially engineered hormones
encourage the forming bones to absorb ceramic based chemicals
administered in the Marine's diet. Two years following implantation,
this will have caused considerable strengthening of the long-bones,
extreme ossification of the chest cavity (caused by growth of the
ribs forming a solid mass of inter-laced bone plates) and a general
increase in the size of the recipient’s skeleton.
WE Ti
Phase 3 - Biscopea. This organ is implanted into the chest cavity.
It is small, approximately circular and, like the Ossmodula, its
primary action is hormonal. The presence of the biscopea stimulates
muscle growth throughout the body.

Phase 4 - Haemastamen. This tiny organ is implanted into a main


blood vessel. The haemastamen serves two purposes. It monitors
and to some degree controls the phase 2 and 3 implants. The organ
also alters the constituent make-up of the recipient's blood. As a
result, Marine blood is considerably more efficient than ordinary
human blood, as it has to be when you consider the extra biological
hardware a Marine carries inside him!

Phase 5 - Larraman's Organ. This is a liver shaped, dark, fleshy


organ about the size of a golf-ball. It is implanted into the chest
cavity along with a complicated array of blood vessels. The organ
generates and stores special ‘larraman cells’. If the recipient is
wounded, these cells are released into the blood stream. They latch
onto leucocytes in the blood and are transported to the site of a
wound. Once in contact with air, the larraman cells form a skin
substitute of instant scar tissue, staunching the flow of blood and
protecting any exposed wound area.
LEGIONES ASTARTES

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 11 - Lyman's Ear. The organ enables a Marine to consciously


enhance and even filter certain types of background noise. Not only
is hearing improved, but a Marine cannot become dizzy or nauseous
as a result of extreme disorientation. Lyman’s ear is externally
indistinguishable from a normal human ear.

Phase 12 - Sus-an Membrane. This flat, circular organ is implanted


over the top of the exposed brain. It then grows into the brain tissue
until completely merged. The organ is ineffective without subsequent
chemical therapy and training. However, a properly tutored Marine
may then enter into a state of suspended animation. This may be
a conscious action, or may happen automatically in the event of
extreme physical trauma. In this condition a Marine may survive
for many years, even if bearing otherwise fatal injuries. Only
appropriate chemical
theapy and auto-
from this state - a Marine cannot revive
tion can revivea Marine
. The longest known

period of de-animation followed by successful re-animation is 567


years in the case of brother Silas Err of the Dark Angels (d. 321
M.27).

Phase 13 - The melanochrome, or melanochromic organ, is


hemispherical and black. It functions in an indirect and extremely
complicated manner. It monitors radiation levels and types
bombarding the skin, and if necessary, sets off chemical reactions
to darken the skin to protect it from ultraviolet exposure. It also
provides limited protection from other forms of radiation.
LEGIONES ASTARTES

These glands represent a chapter's only source of gene-seed. When


mature, each gland contains a single gene-seed corresponding to
each zygote implanted into the recipient Marine. Once removed by
surgery, the progenoid must be carefully prepared, its individual gene-
seeds checked for mutation, and sound gene-seeds stored. Gene-
seeds can be stored indefinitely under suitable conditions.

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.

The third consideration is mental suitability. The catalepsean node,


FOUNDING NEW occulobe, and sus-an membrane will only develop to a useable
condition under the stimulus of hypnotic-suggestion. recruit must
A

CHAPTERS therefore be susceptible to this particular treatment.


According to their charter, each chapter is obliged to send 5% of
its genetic material to the Adeptus Mechanicus on Earth. This ‘tithe’
These considerations mean that only a small proportion of people
has two pu . Firstly, it enables the Adeptus Mechanicus to
can become Space Marines. They must be male because zygotes
monitor the health of each Marine chapter. Secondly, it enables the are keyed to male hormones and tissue types, hence the need for
Mechanicus to store gene-seed with a view to founding new
tissue compatibility tests and psychological screening. If these tests
fdepwe
chapters.
prove successful a candidate becomes a neophyte. With the
completion of organ implantation and attendent chemical and
hypnotic training, the subject becomes an initiate. An initiate receives
A new chapter cannot be founded overnight. A single suitable gene-
seed must be selected for each zygote. Zygotes are then grown in training before joining the ranks as a full brother. A Marine usually
joins the ranks between the ages of 16-18. Pressures during wartime
culture and implanted into human test-slaves. These test slaves must
may accelerate the process.
LEGIONES ASTARTES

However, when a chapter is at full strength these misfits may bx


STAGES IN MARINE put out of their misery. If the chapter is short of Marines they ar
EINBEIATION——7— often allowed to live, and may be placed within their own specia
units. Those who display uncontrollably psychotic tendencies car
be recruited into suicide assault squads, or as suicide bombers.
IMPLANT AGE RANGE FOR NOTES
IMPLANTATION
Some chapters deliberately foster such creatures, even going so fa
PHASE | SECONDARY as to implant deformed zygotes into some initiates. This is very
|
HEART 10-14 YEARS ] dangerous, and the practice is discouraged by Imperial edict. Bu
1
old traditons die hard.
PHASE 2 OSSMODDULA 10-12

PHASE 3 BISCOPEA
pd
10-12 YEAR
PHASES 1-3 CAN
BE INTRODUCED
AT THE SAME
TIME.

PHASE 4 HAEMASTAMEN — 12-14 oy H

PHASE 5 LARRAMAN'S —— 12-13 YEARS i] PHASES 4-5 CAN


ORGAN BE INTRODUCED
AT THE SAME
TIME,
i

PHASE 6 CATALEPSEAN — 14-17 YEARS HYPNOTHERAPY


NODE BEGINS.
i

PHASE 7 PREOMNOR 14-16 YEARS H

PHASE 8 OMOPHAGEA —— 14-16 YEARS PHASES 7-9 ARE


USUALLY
INTRODUCED
SIMULTANEOUSLY.

PHASE 9 MULTI-LUNG —— 14-16 YEARS

PHASE 10 OCCULOBE 14-16 YEARS

PHASE 11 LYMAN'S EAR —— 14-16 YEARS

PHASE 12 SUS-AN PSYCHO-CHEMICAL AND


MEMBRANE 15-16 YEARS
OTHER CONDITIONING
PHASE 13 MELANOCHROME - 15-16 YEARS
Implantation goes hand-in-hand with chemical treatment,
psychological conditioning and sub-conscious hypnotherapy. All of
PHASE 14 OOLITIC
KIDNEY — 15-16 YEARS PHASES 14-15
these are essential if the Marine is to develop properly.
PHASE 15 NEUROGLOTTIS — 15-16 YEARS }- MAY BE
INTRODUCED AT
THE SAME
TIME, Chemical Treatment - Until his initiation, a Marine must submit to
PHASE 16 MUCRANOID 16 YEARS \ constant tests and examinations. The newly implanted organs must
| be monitored very carefully, imbalances corrected, and any sign of
'
PHASE 17 BETCHER'S ————————eo. |
GLAND
maldevelopment treated. This chemical treatment is reduced after
16-17 YEARS :

|
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.

Hypnotherapy - As the super-enhanced body grows, the recipient


must learn how to use his new skills. Some of the implants,
specifically the phase 6 and 10 implants, can only function once
correct hypnotherapy has been administered. Hypnotherapy is not
always as effective as chemical treatment, but it can have substantial
results. If a Marine can be taught how to control his own metabolism,
his dependence on drugs is lessened. The process is undertaken in
THE RISKS a machine called a hypnomat. Marines are placed in a state of
hypnosis and subjected to visual and aural images in order to awaken
Although the chapters are careful to select only the most suitable their minds to their unconscious metabolic processes.
candidates, not all neophytes survive to become initiates. This is
due in part to the degeneration of knowledge amongst the individual Training - Physical training stimulates the implants and allows them
chapters that makes screening procedures less effective than they to be tested for effectiveness.
once were. Nor are operational methods entirely satisfactory in some
cases. In many chapters implant surgery is heavily ritualised, and Indoctrination - a Marine is more than a human with extraordinary
is often accompanied by scarring, incantation, periods of prayer, powers. Marines have extraordinary minds as well! Just as their
fasting and all sorts of mystical practices which compromise medical bodies receive 19 separate implants, so their minds are altered to
efficiency. For example, the Spacewolves, phase 17 implant is release the latent powers within. These mental powers are, if
accompanied by the withdrawal of the initiate’s canine teeth and anything, more extraordinary than even the physical powers
their replacement with longer canines. The chapter regards the described above. For example, a Marine can control his senses and
additional surgery as part of the initiation ceremony. nervous system to a remarkable degree, and can consequently
endure
pain that would kill an ordinary man. A Marine can also think and
If an implant fails to develop properly, it is likely that a Marine's react at lightning speeds. Memory training is an important part of
metabolism will become badly out of synchronisation. He may fall the indoctrination too. Some Marines develop photographic
into a catatonic state or suffer bouts of hyperactivity. In either event, memories. Obviously, Marines vary in intelligence as do other men,
he will probably die. and their individual mental abilities vary in degree.

Those unfortunates that do not die almost invariably suffer mental


damage, degenerating into homicidal maniacs or gibbering idiots. Rick Priestley

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.

Also known as Tactical Dreadnought Armour, Terminator


exo-armour is a development of the sealed environment PSYCHIC HOOD
suits used by spaceship crews, Space Pirates, and in many The Terminator armour worn by Librarians, known as an
other lethal situations. Aegis suit, is distinguished by the metal hood that rises from
the back to form a protective shield around the psyker's
Exo-armour is constructed from heavy gauge plasteel head. This cowl is interwoven with an intricate pattern of
plating, forming an armoured shell that can withstand even crystal filaments that form a psychically-attuned matrix,
the colossal impact of high-speed orbital micro-debris. It aiding the Librarian's defence against psi attacks.
is the only readily available armour suitable for working
inside the high-pressure casings of plasma reactor shields, Treat every psi point the Librarian spends in augmenting
or the extremely corrosive environments inside the holds his psychic saving throw as 2 points. So a Librarian who
of bulk chemical carriers. These same qualities, suitably expends 3 psi points to augment his save increases his WP
enhanced by the Adeptus Mechanicus, make Terminator by +6 for that saving throw.
armour virtually invulnerable from most weapons.
Almost all Space Marine Chapters have suits of Terminator **Fallback to defensive positions. I'll hold them here’
armour, and train a small number of their best Marines to Four huge bodies moved away from the junction, the heavy
use them. The suits are valuable, and often very old. Many
bear scars or medallions commemorating past actions, and tread of the Terminator suits echoing down the corridors. Targal
stood his ground, sctting himself against a bulkhead in a
are treated with the reverence due to ancient relics. defensive stance, Inside cach Marine helmet a small holoscreen |

flashed to life as the squad tuned into Targal’s visual channel. |

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

However, Terminator armour a/ways confers minimum 2

“Opena visual channel! Someone give me their view! I don't


save of 6, even if the enemy's saving throw modifier is -5 want any 10 escape.’
or more.

n
TERMINATOR SQUADS

Terminator Exo-Armour
Standard Armament

Storm Bolter

Within dark and


forgotten places hide
the enemies of the
Emperor. You have been
chosen to enter such
places and, protected by
the best armour the
Adeptus Mechanicus
can provide, cleanse it.
Take with you weapons,
a valiant heart and the
Emperor's blessing. and
engage the enemy where
it makes its lair.
Acknowledge death as it
approaches, but do not
succumb to its touch,
for your purpose is
great. Heavy Flamer
You have proved
yourselves to be worthy
of the status you now Ref: Index Astartes.
hold. Every one of you Blood Angel Chapter RDFist
Chain
standing here, all of
whom have declared
alliegance to the
Emperor and take his
will as your guide, have
Blood Angel Chapter Crimson Fist Chapter
shown your courage and Marine Marine
have been rewarded
for it.
Those that stand before
me, | charge you now,
go forth and vanquish
the foe.

- sermon made
by
Chaplain Hanivs to Blood
Cannon

Angel Terminator Squads Fist Fist


before the attack on
Thain II.
Power Power

Assault

12
TERMINATOR SQUADS

squad of Blood Angel


grminator Marines battle
fzeentchian Renegades during
he
cleansing of Sibb’'s World.
aced with heavy resistance,
sminator Squads purified the
fanet within two months.

Sergeant's Power Sword - note The Terminator


the blade,
the rank markings on
21d Aho Blagd Mnasla
TE \ shoulder badge is
usually made of stone.
y
hig In recognition of acts
of extreme valour, a
Marine is sometimes
awarded a Crux
Argentum - a shoulder
badge made of silver
and encrusted
with gems.

=
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

Thought for the day


You camry the Emperor's
Storm will as your torch. With st

destroy the shadows.


Sword

Power
TERMINATOR SQUADS

WEAPON SYSTEMS
There are number of different weapon configurations used
2a

by Marines in Terminator armour. The most common is the


storm bolter on the right and a power glove on the left.
Other weapons used by exo-armoured Marines include
heavy flamers and assault cannon on the right arm, and
chain fists on the left arm.
Marine Sergeants and Captains may replace their storm
bolter with a power sword. Librarians in Aegis suits are
usually armed with a force axe, allowing them to channel
their psychic energy into a blow.

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

flamer with additional fuel capacity and improved range.


A target hit by a heavy flamer is set on fire, and suffers an
additional automatic hit during every combat phase while
the chemical burns - a target therefore receives two hits
during the first turn: one from the original hit in the
shooting phase, and one during the combat phase.
A
burning model rolls a D6 at the start of its turn to
determine if the fire goes out: a score of 6 indicates that
the fire has gone out, otherwise it continues to burn as
before.
A
burning creature may do nothing (see below for
exceptions). Friends in base-to-base contact can help to beat
the flames out if they do nothing else during their turn.
Add +1 to the test dice for every model helping.
Creatures in frenzy ignore the fact they are burning, and
keep on fighting until they die. model may also ignore
A

the fact that it is burning if it has a Toughness score of 9


or more, because it is too tough for the flames to do it any
harm!

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

Close Combat Only 5 1


) By
6

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
©

cannon that can pour out hundreds of shells per second.


to stop his brain from evacuating his skull, 54
Although the weapon is made from a special ceramite alloy
which conducts almost no heat, the barrels still reach
The rest of the gang leapt forward -
So Athi he Bite
~The storm bolter’s barrel began to glow as Tirus pumped shot after
temperatures of over 300°. Due to the high rate of wear
on the barrels, assault cannon are regarded as disposable,
and are generally discarded after a mission.
shot Into the enemy.
:
The men
seemed
10 dance as each shell
exploded beneath thei skins, opening up pink craters across their
bodies and filling the air with 2 red mist. the :

The music of the gu came (an end and


;

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

Close Combat Only


Force Axe
8 {il

pi
¢

The Captain has a slightly different type of power glove,


incorporating a grenade launcher on the top of the glove
itself.
Close Combat Only Ce
as user 1 X
% FA T
4

This glove-mounted launcher has a muchshorter than range


than the normal shoulder-mounted version. It can be SUSPENSORS AND
equipped with either crack or frag grenades. TARGETERS
All weapons carried by Marines in Terminator armour
Grenade Launcher (storm bolters, assault cannon, etc) are equipped with
suspensors and targeters as standard. Marines in Terminator
armour suffer no movement penalties for their heavy
weapons and receive a +1 bonus fo bit.

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.

A one, the squad dropped to its knees. Brehgen gestured, and


As
Weapon Badge his Initiate moved beside him, bearing a small dish. The Chaplain
dipped his fingers into the dish's oily liquid and drew a small
circle on each helmet. Then he stepped back.
“The Blessing of the Emperor and the support of your Chapter
be with you all” Each Marine nodded. The forms had been
obeyed.
Felko was the first to stand. He shrugged inside his armour,
and the exo's systems clattered as it tried to match the action.
The other Marines stood up quietly and waited.
Assault Cannon Brehgen raised his arms in a final benediction, then lowered
Weapon Badge them slowly. One by one, the Terminator Squad faded out as
the teleporter took them into battle. The Chaplain looked at
the empty space for amoment. Then he smiled in satisfaction.
By now, the Emperor's enemies would be dying.

16
TERMINATOR SQUADS

Captain's shoulder badge


- made of stone, and

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

prevented from taking the Emperor's life


The Librarian's Acgis suit incorporates a Psychic Hood. which is by the timely intervention of a squad of
Imperial Fist Mari in Termi
designed to augment the Librarian's defence against psychic attack Armout. The squad cut their way through
walls and scaled doors to reach the
Emperor's side and launched an
unexpected counter-attack on the
Warmaster. Distracted by their appearance.
Horus was off his guard long enough for
the Emperor to press forward and kill
him. Although weak, the Emperor was
still able to order that his armour be taken
off and melted down, and that the picces
be made into badges that all Marine
Capuins attached to Terminator squads
should wear in recognition of the service
performed in the defeat of Horus,

Personalised decontion
and mementoes of past
battles: amulets, charms,
PE Shield. can be optionally
book of liturgies ctc 2
IP3

attached to cither arm


Purity seal

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

LIBRARIAN IN AECIS SUIT


Force Axe (left arm)
OF TERMINATOR ARMOUR:
Storm Bolter and Force Axe

17
TERMINATOR SQUADS

REFRACTOR FIELDS TELEPORTING


Terminator armour may be equipped with a refractor field A Terminator Squad may be teleported onto the table during
- a defensive field that deflects an attack by refracting energy
the first turn of the game.
around the target.
Teleporters are reasonably accurate - but not entirely. To
Terminators equipped with refractor fields receive a represent this, nominate the teleport reference point used
separate saving throw of 5 or 6 which is taken before the to fix the teleporter. Place a dice or other suitable marker
normal armour save. Refractor fields do not suffer any at this point and nominate one short table edge as north
modification on the saving throw due to weapon or other (you can nominate any table edge if you've got a square
saving throw modifiers. table). Roll a D20 and move the marker this number of
inches to the north (ie parallel to the long table edges); roll
again, and move the marker this number of inches to the
GRENADE HARNESS east (ie parallel to the short table edges).
Terminator armour may be modified to incorporate a The entire squad must be set up on the table within 2" of
grenade harness consisting of six one-shot grenade the final position of the teleport reference point, with
launchers. As grenades are very small - about the size of normal coherency rules applying.
a marble - the grenade harness does not encumber its user
at all. Remember to make sure that your initial teleport reference
point is at least 20” from the nominated table edges -
A grenade harness is loaded with 6 grenades, all of the same otherwise you run the risk of missing the table altogether!
type, which are fired in two batches of 3.
Launchers are operated from within the suit, so grenades
“They'll never get in. Even 2 chain fist wouldn't break down that
can be fired from a grenade harness in the shooting phase barricade"
in addition to normal shooting. A pale blue glow appeared in the corner.
When firing the grenades, place the first burst template “You think they'd try though1
mean, they're not even trying to get in"
exactly 6" in front of the Terminator within its usual 90° The glowing blue mist rapidly coalesced. The crunch of metal echoed
fire arc. There is no need to make any deviation roll - the from bebind them.
grenade is programmed to hit this specific point. The
an
raised

remaining two grenades deviate D3’ from the centre of The dark shape, now solid, lf and tore the wo

through
fon.

men apart in one fluid A cult the static


the burst template for the first grenade.
“Teleportation complete. Tacgets terminated. Awaiting further
A grenade harness can be equipped with either crack or instructions.”
frag grenades.
CHAPLAINS & COMMISSARS

IAAL

=
CHAPLAINS & COMMISSARS

® CHAPLAINS OF ® LEGIONES ASTARTES


THE IMPERIUM CHAPLAINS
Each fortress-monastery of the Legiones Astartes, or space Chaplains are well-versed in all matters of the Chapter’s
barge (for the space-dwelling Chapters of Marines), has a cult, having spent many years studying the battle liturgies
chamber known as the Reclusiam. It is here that the cult and scriptures stored in the Chapter library. This study
ceremonies and rituals are performed in the presence of includes memorising all the rites of their Chapter and
the entire Chapter. These are carried out under the guidance company. This knowledge is also put to practical use.
of the Reclusiarch and his superior, the Master of Sanctity, Chaplains are responsible for the spiritual care, discipline
who is the spiritual head of the Chapter. and faith of the brothers in their companies. Young recruits
While each Chapter follows the tenets of the Imperial Cult, must also be monitored and indoctrinated as they progress
individual Chapters have extended the Cult to include towards becoming full battle-brothers.
ceremonies which have relevance only to their own In battle Chaplains are frequently found where the fighting
members. For example, reverence for Primarchs is is fiercest. They can be found chanting the Chapter’s battle
widespread amongst the Legiones Astartes. These are the creeds, ministering to the fallen and granting absolution
heroes of each Chapter, who fell in battle and upheld the to the dead. They are also Space Marines, which means that
honour and traditions of the Legiones Astartes in a they fight with as much savagery as any of their brothers.
particularly notable fashion. The Chapter's collection of
Primarch relics and war-gear is entombed in the Chapter Chaplains are drawn from the ranks, although only Marines
catacombs, placed upon sepulchres or hung in who have earned both Merit and Devout badges are
the Reclusiam. considered for a Chaplaincy. These awards may be
The importance of faith to Marines is further reinforced displayed as actual badges, or for example as diagonal
in the Company Chapels. All ten companies within each stripes painted across the right shoulder pad.
Chapter have their own Chapel where Marines can observe As a first step, a Marine is singled out to aid the Chaplain
the rites of the Chapter and those special to their own of his company as a Novice (or Initiate - the terms are almost
company. Here the worship is supervised by one of the interchangeable). Duties often involve little more than
Reclusiarch’s subordinate Chaplains. It is the Chaplains, helping during company rituals, but deep study of the
living and fighting alongside their battle-brothers, who are liturgies under a Chaplain’s personal tuition is also
responsible for the spiritual health of the companies. necessary.

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

® Armour and Appearance


Marine Chaplains wear a variant type of standard issue
Marine armour. A Chaplain can appear stylised and archaic
when compared to his fellow Marines, which makes him
stand out and act as a focus for his brethren.
Some or all of a Chaplain's armour is painted black. A skull
insignia usually adorns the right shoulder and this is often
displayed on both pads. Skulls can also be repeated
throughout a Chaplain’s uniform. Skull-shaped helmets are
common, and the upper chest armour or even the whole
of the body armour may be cast in the shape of a skull.
Skull-shaped groin-guards are also not unknown.
Chaplains are also marked by one or more Primarchal battle
relics which are worn or carried into battle. A single gauntlet
from the armour of a Chapter hero passes on a little of the
Primarch’s fortitude and faith to the Chaplain.
Formal regalia includes a staff of office called the crozius,
which is used during Chapter ceremonies. Many Chaplains
carry them into battle, a visible sign that battle is the highest
ritual in the Chapters devotional calendar. The crozius
normally bears the Imperial eagle or a skull motif at its tip.
The most ancient of these staffs is the rare crozius
arcanum; a staff made from an alien relic which contains
a neuro-disruptor in the haft. Chaplains are also marked
by a Rosarius, a gorget or amulet worn about the neck.
This bears the image of the Imperial Eagle and is the ‘soul’s
armour’ of the Chaplain.
Initiates usually wear standard Marine armour. However,
the helmets, right shoulder pads and right arms of their
armour are painted black rather than in the Chapter’s formal i
colours. The black shoulder pad replaces the previous Bravery than Adamantiom. One
is stronger
Devout markings which were shown there - once declared is the stuff of the soul-forges. the other an
as an Initiate, the Marine's devotion needs no further
advertisement. illusion of safety created by fools.
Adamantium walls cannot keep us out! We
Armament and Equipment have the courage of the Emperor! Andin
The Imperial Marine Codex lists the standard equipment
ofa Marine Chaplain as: the Emperor's name... ATTACK!
Powered armour with communicator, respirator and ATTACK! NO PRISONERS!
auto-senses - Chaphin Gonzago, during Operation Carthage
Knife or combat accessory {the second pacification of Istvan V)
Bolt Pistol
Frag Grenades
Bolt Gun
Plasma Pistol

LALA [Int] [WP


QO
Power Sword
Conversion Field a|s(slal3l1|sl1/8[8|s8|s8}
al6l6lalal2]6l2]9 999}
Chaplains may also be equipped with Chainswords. Some
Chapters allow their Chaplains to carry a variety of close SNA conpuy Sr Moris
§

CRNA
alelelalalolelolo
among the squads of his company inspiring Mari
AN
arineswith Batt
A

lolol} i

combat and heavy weaponry as well as grenades. he: ’

POWERED ARMOUR WITH COMMUNICATOR:


RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY

OPTIONS
SPECIAL EQUIPMENT CHARTS STANDARD EQUIPMENT: 16 points
PLASMA PISTOL
CONVERSION FIELD

22
CHAPLAINS & COMMISSARS

CHAPLAINS :
MARK
DESIGNED BY
COPPLESTONE

EEE

410606 410803 410604


ac)
rr?

&=

410601 410602

® TYPICAL CHAPLAIN UNIFORM VARIATIONS


Black is the official colour for Chaplains’ armour. However, can also appear if the Chaplain dons archaic power armour
over millennia, chapters often incorporate their colours kept as a primarchal relic. Of course, apart from the
and insignia onto the uniform, resulting in wide variations organisations they belong to, Chaplains themselves have
from the basic colour scheme. Many of these changes come along lifespan, so there is plenty of time for them to stamp
about as a result of a Chaplain repairing his armour from their own personality on their armour. The examples below
available resources while on a campaign. Some provide guidelines that you can experiment with when
modifications are adopted permanently. Hybrid uniforms painting up your Chaplains.

Chapter Helmet Torso Legs Arms

Crimson Fists Black skull


| Black Black Shoulder pads in Chapter colours
Space Wolves Black skull
| Black
Black Chapter colours Skull* shoulder & insignia pads

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...

® IMPERIAL GUARD COMMISSARS


Marines are motivated and of mind. They are often found to have neglected the
religious troops. Their religious indoctrination of troops, while pursuing
Chaplains are respected, important, but secondary, disciplinary matters.
and inspire devotion to Commissars must be vigilant at all times for signs of
the Emperor by word moral weakness in the troops: he must watch the enlisted
{1 and example.
|
men and officers for signs that devotion is lacking, and
The Imperial Guard, he must watch for the signs that show the presence of a
however, is less certain in latent psyker. This vigilance is backed by powers of
its utter devotion to the summary discipline. With the power to execute those
Emperor. The tasks of found wanting, the Commissar can, by fear alone, instill
Chaplains, therefore, are new vigour and devotion in the troops under his care.
allied to a need to impose On more than one occasion broken Guard units, in
authority and maintain ignominious flight from the battle, have been rallied by
discipline. These duties the prompt action of their Commissar. Similarly, weak
are carried out by the and inadequate officers, or those who have simply lost
Commissars of the Imperial the will to win, have been summarily chastised by Imperial
Guard, who instill loyalty Guard Commissars.
ops in their care. It is the Marine Chaplains take it upon themselves to scrutinise and
Commissars who must increase the troops’ awareness of judge the performance of Commissars when they have the
Imperial ideals, who must disseminate the wisdom of the opportunity. The assignment of a Guard unit to a Marine
Imperium to the ranks and who must maintain discipline. battle-zone often gives Chaplains just such a chance. The
The Commissars are grim, authoritarian figures. Unlike Commissar under examination may even welcome the
Marine Chaplains who view the spiritual welfare of the attention if the Imperial Guard troops are under stress, as
brethren as important, Commissars have a practical turn it confirms his authority.

24
CHAPLAINS & COMMISSARS

® Armour and Appearance ® CHAPLAINS,


Commissars wear a uniform cut in the same style as regular
Imperial Guard officers. Over the top of their Guard
COMMISSA RS
uniform, Commissars often wear heavy black double- AND VEH ICLES
breasted BIEGIEORS, 1 they wear Diack peaked
displayingston,
Chaplain or Commissar will often be needed at many
caps their skull symbols. In placeof any Guard points on the battlefield. He must serve as a inspiration
or regimental insignia, Commissars have skull-shaped
¢,. squads, check on the purity of action of those in his
badges and belt buckles. care and carry out a hundred other duties.
Armament Units frequently assign Rhinos or Land Raiders to their
and Equipment Chaplains and Commissars to allow them swift and safe
Considerable individuality passage. Where possible these vehicles are painted in the
is often displayed by Chaplaincy colours of black and marked by skull insignia,
Commissars in their choice although line vehicles in the Chapter or unit colours are
of weaponry and other also issued.
equipment. Most have a
Laspistol anda Conversion Bryan Ansell, Nigel Stillman and Mike Brunton
Field and carry either a : , : 3

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

Inspiration grows from the barrel of a gun.

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.

All Marines pick up a certain amount of medical knowledge


during
THE GREAT BOOK OF the course of their initiation into the Chapter, but only those who
show an aptitude for such knowledge are chosen to study the sacred
THE LEGIONES rites with the Chapter’s surgeons. It must be stressed that Field Medics
ASTARTES IS THE are primarily soldiers whose duties have been expanded to include
ONLY COMPLETE the practise of medicine, rather than specialist surgeons who have
been given military training. Such individuals are first and foremost
REFERENCE BOOK FOR warriors, and greatly honoured ones at that. Only champions and
THE FIGHTING FORCES heroes are ever initiated into the ways of the Apothacarion - such
is the importance of their duties. For it is the Medics who must
OF THE IMPERIUM. maintain the bodies oftheir comrades, in a similar way to that in
WHAT FOLLOWS IS AN which members of the Adeptus Mechanicus service and maintain
support equipment and vehicles. Without the selfless devotions of
EXCERPT FROM A its Medics, the fighting forces of the Imperium would soon be eroded
CHAPTER DEALING to the point where they were incapable of fulfilling their duties.

WITH THE HISTORY OF


BATTLEFIELD MEDICS.

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

‘The duty of the Medic, my Brethren, is a sacred one. We embody


the Emperor's divine will and his holy purpose. We bring death
and we bring life, Let those true to Humanity's cause give thanks
for our work. Let the impure bow down before our swords.’

Extract from an address on the completion of Medic training,


attributed to Surgeon-Commander Grigor Markhava. Widely
distributed as an exemplary text after his heroic death during the
storming of the Bourne slave-pits on Gabin 240 (2150982.M41),
when he gave his own blood to save the life of Lieutenant-
Commander Anders Belman at the height of the fighting.

It is possible that a casualty's injuries may be so severe that he will


succumb to them irrespective of the treatment available. In these
cases, the Medic has the solemn duty of administering *‘the
Emperor's Peace’’ - euthanasia - to those warriors who deserve it.
The Medic’s medi-pack includes a special humane-Kkiller for this task,
called a carnifex - a solid spring-loaded piston of metal. This is applied
to the sufferer’s temple, its powerful spring hurling the piston through
the Marine's brain and killing him instantly. Any Marine suffering
from a critical head or body wound (see Survivability, below) may
be despatched in this way if the player wishes (only the medic on
the spot can judge whether a Marine is going to survive his wounds).
The Medic achieves this automatically once in contact with the
sufferer.

Another vitally important duty which the medic must perform is


the recovery of the Progenoid glands from fallen battle brothers.
The recovery of the gene seed encoded within these glands is vitally
important to a Chapter's survival and prosperity. Progenoids may
be recovered at the same time that the carnifex is used, permitting
the player to salvage the model's points value (see below).

SPEAR OF ODIN MEDIC SETS ABOUT GRIM


TASK OF PERFORMING BATTLEFIELD
AMPUTATION.

‘Do not fail your Brothers. Though their bodies die, their spirit
must return to the Chapter. That is your charge.
- Medic Credo

In Nostra Manus - Progenies Futura


There was a slight sucking sound as the Progenoid was
removed.
‘Rejoice, Brother, whispered the Medic. “Your gene seed
returns to the Chapter!

Medics in the Army are no less honoured than their Marine


counterparts. They are not concerned, of course, with the recovery
of progenoid glands, and their training is somewhat less
sophisticated, since their patients do not have the enhanced
physiology of Marines. Nevertheless, they are always both heroic
fighters and dedicated servants of their division. In recognition of
the value of their services, Army Medics are often seconded to the
Administratum after 20 years service.
In addition to their medical duties, all Medics participate fully in
combat, fighting to the best of their considerable abilities. They
always operate as independent characters and are never attached
to squads.
Marine Medics are often armed with chain swords and bolt guns
or pistols, while those in the Army usually carry laspistols and
chainswords. This is in addition to the standard equipment carried
SQUAT MEDICS ESCORT INJURED TROOPERS by the rest of the force with which they fight. All medics carry a
DURING THE FOURTH QUADRANT standard medi-pack to allow them to perform the rites of diagnosis,
REBELLION. and to administer drugs such as frenzon, etc.

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.

He that may sll fight, heal him


He that may fight no more, give him peace
ULTRAMARINE MEDIC CAREFULLY SAVES He that is dead, take from him the Chapters due’
THE PROGENDOID GLANDS OF A FALLEN
BROTHER AFTER THE DESTRUCTION OF - attributed to Master of the Apothacarion Aslon Marr
HIVE-FLEET BEHEMOTH.

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.

01-05 | Superficial Wound mn None


06-10 Light Wound
| - Left Arm 1/2 -1
Shooting to hit penalty with weapon held in that/both hands
1 WS
11-15
| Light Wound - Right Arm 1/2 -1
Shooting to hit penalty with weapon held in that/both hands
1 WS
16-20 | Light Wound - Left Leg 1/2 1/2 Move rate
-1
Shooting to hit penalty if moving and firing.
-1 WS
21-25 Light Wound
| - Right Leg 1/2 1/2 Move rate
Shooting to hit penalty
-1 if moving and firing.
AWS
26-30( Light Wound - Body 1/2 -1 WS
-1
Shooting to hit penalty
31-35 Light Wound
| - Head 2/4 1 WS
-1
Shooting to hit penalty
-1 from Ld, Int, Cl and WP

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

17th REGIMENT REGULATION IMPERIAL


ISSUE BATTLEDRESS

ULTRA MARINES 7th REGIMENT Sth REGIMENT DARK ANCELS

31
MEDICS

Medical Aid EETERRCTAENY


The chart assumes that the medic has administered medical aid using
a medi-pack. Such administration is automatic as soon as the medic
reaches his patient. Medical aid of this kind can only be properly
administered by a Medic. Note also that only Marine Medics can
treat Marines, and only t Medics can treat Squats. Non-medic
characters may use a medi-pack, but must spend a full stationary
turn ministering to their patient before the dice are rolled, and all
down times are doubled.

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.

A BLOOD DRINKER MEDIC PREPARES TOD

ADMINISTER THE FINAL SERVICE TO A


FATALLY INJURED TROOPER.

Marine Progenoid Recovery


Every Space Marine carries two implants, called progenoids buried
deep within his chest cavity. These unique organs are necessary
components of the surgical processes which create new Space
Marines. These organs are so important, that one of the tasks of
a Marine Medic is to remove them from a dead comrade. If a Marine
Medic reaches a dead comrade within 1 turn of his demise, the
progenoids can be removed using a special device shaped somewhat
like an apple corer. Many Marines carry marker tattoos on their chest
and lower neck for this purpose. Removal is automatic. The player
may add the points value (excluding weapons and equipment) of
models from whom the progenoid glands have been recovered,
towards his remaining total - always assuming that the Medic who
performed the operations survives the battle.

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.

RAPID DEPLOYMENT MEDICS OF CHAPTER


SILVER SKULLS AWAIT THE CALL AS THE Text by Brothers Priestly and Davis with thanks to Alan Lawson,
ASSAULT ON MINOGUE K COMMENCES. Ivan Weeds and Alex Moseley.

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

Assault Squad Reconnaissance Supper

AY"
L

LL

MANTIS WARRIORS MANTIS WARRIORS EXECUTIONERS


(Tranquility Campaign - Sniper Unit) (Tactical Squad)

RED SCORPIONS MINOTAURS


(Angstrom Incident - Pursuit Squad)

FIRE ANGELS FIRE ANGELS SALAMANDERS


EXORCISTS
(Battle Of Sagan's Moon -
Drop Troop Camouflage)

34
THE BADAB WAR

MARINES’ ERRANT
TIGER CLAWS
MARINES' ERRANT
(Second Outer Galactic Expeditionary Force)

Trooper

HOWLING GRIFFONS RAPTOR LEGION


fanar VI - Insurgency Force) (Blizzard Suit)

SPACE SHARKS SPACE SHARKS SONS OF MEDUSA SONS OF MEDUSA


(Camouflage Variation) (Desert World Support Squad)

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

The Totha riders - now Seven (Rough Rider) Platoon,


® CUSTOMS
D Company, 14th Domman Regiment, Imperial AND RITUALS
Guard - advanced quickly but cautiously over the
broken ground. For part of the way, the ssnoke was Like other members of the Imperial Guard, Rough Riders
on their side, and when they sighted the advancing retain many of the customs of their homeworlds. The use
Orks they were almost upon them. of tattoos, ritual scarring, unofficial uniforms and tribal
symbols is widespread amongst the Riders, and many
The Orks were spread out in a line, advancing platoons retain the pennants of their old tribe or unit, flying
steadily. Across to Krodar's left, a red-painted them from their lances below an official Guard banner.
Dreadnought was stamping forward behind a The horses of the Rough Riders are freeze-marked on the
screen of Grelchin slaves. Its upper section began
to grind round, bringing its beavy bolter to bear. rump with Imperial Guard insignia: the freezing brand
painlessly destroys the pigmentation of the hair and leaves
Almost before Krodar had given the command, bis a permanent mark in the shape of a stylised eagle
Riders bad spurred their borses to a charge. The surrounding the head of a horse. Many horses also retain
Dreadnought’s heavy bolter rattled, churning the the brands and markings they carried before recruitment
mud bebind them as they lunged forward with to the Guard; among some of the Riders drawn from more
lances levelled. barbaric cultures it is even the custom to ritually scar or
tattoo the mount along with its rider, leaving raised welts
Perbaps one in ten Riders went down before the or colourful markings to commemorate the platoon’s most
charge reached the Orks. The squad on Krodar's heroic actions.
right was lost briefly in smoke and flame as one of
the Totha warriors went over a long-forgotten In many regiments, the officers of the Rough Riders are
Orkish mine, but the platoon struck the Orks like drawn from a long-established ruling elite. Despite their
recruitment into the Guard and their official ranks, these
a thunderbolt. nobles are regarded by both themselves and the other
Krodar picked bis target as be led the charge - a huge troops of the regiment as natural leaders, able to command
and beavily-scarrved Ork, bellowing commands and the service and respect of their homeworld inferiors beyond
gesturing with a power axe. The Ork was fast, and the call of duty. It is common for these noble Riders to pass
the power axe sheared the lance in two as be struck. their leisure time in the hunt, using infantrymen as beaters
Instinctively, be brought the butt-end forward in an to flush out the exotic wildlife of the planets on which they
underarm swing that caught the Ork fust under the are stationed. Their training and the use of explosive lances
chin, carrying it offits feet. The second swing of the hardly makes for a fair competition between hunter and
power axe was scant inches away from cutting bis hunted, and it is usually considered poor sportsmanship
horse in two. to arm the lance unless the prey is especially large and
ferocious.
Around him, be heard the explosions and the
screams as the other Riders made contact. They Other customs are upheld even on the battlefield, and the
carried on through the line and wheeled to the left, Guard may condone unusual tactics by Rough Rider
throwing away charred and splintered lance-buits platoons if the skills of their homeworlds are shown to be
effective against the Imperium'’s foes. The most common
and making their laser weapons ready. Beams from Rough Rider tactic is to charge the enemy with explsoive
five las-cannon stabbed out at the Dreadnought,
lances, switching to lasguns or laspistols once the platoon
and smoke erupted from its back as it staggered for have made their initial breakthrough. Some Rough Riders,
a few moments, mowing down Orks and Gretchins especially those who were accustomed to fighting with
with its beavy bolter before collapsing.
cavalry sabres, prefer to arm themselves with chainswords,
The Riders crouched over their borse’s necks as they slashing fiercely to either side as they contact the enemy.
charged again, laser fire creating a web of bright Other units tend to stand off, firing at their opponents with
death before them. Krodar's horse was shot from lasguns, often galloping past and making themselves hard
under bim, and be hit the ground rolling. His targets to hit. Whatever their tactics, the mobility and speed
chainsword was gone, but be still bad bis laspistol. of Rough Riders always make them a potent force on the
An Ork charged at him, brandishing a poweraxe, battlefield, able to spearhead an attack as easily as run a
but fell back with a look of puzziement on its face flanking manoeuvre, thus keeping enemy commanders on
and a neat black bole between its eyes. Then the rest their toes watching for unexpected attacks by the mounted
of the platoon was around bim, riding Orks down Guardsmen.
as they tried to grapple Riders from their mounts,
slashing with chainswords and the close-combat
blades on their lasguns, gouging and trampling in
a furious melee.
The Orderly shouted something to Krodar and
pointed with the platoon standard. In the air,
Human shapes shot forward through the smoke, and
the scream of their jump packs grew louder above
the sounds of fighting. Number Six Assault Platoon
bad caught up with the Riders, and Ten Platoon
would not be far behind. The breakout zone was
established.
A
WHITESHIELDS

The air was bright with laser fire above Three


Platoon’s position. The Whiteshields watched as
® WHITESHIELDS
Jour Ork Dreadnoughts lumbered through the
smoke - an armoured spearbead, trying to break Children, you call them? They can pull 4 trigger just as well
through the Imperial Guard line. 4s veterans, and they have the spirit of a bull
varthax. Call them children if you wish - I call them troops.
Super-attack Onslaughter, Yarren thought
automatically: two power claws, one las-
Good troops.
i is

- Colonel Matus Cullen,


:

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

Every man in the regiment who could stand was


in the assembly ball. Yarven stood at rigid attention
in front of the dais, along with the other two
survivors of the Whiteshields. His body felt like one
buge bullet-bole, and be was dizzy from loss of
blood, but elation forced everybing else to the back
ofbis mind. He bardly beard Colonel Tarvit's words.
‘i.
Because of Probitor Yarren’s
courage and quick
thinking, and the dedication of the Whiteshields
Jollowing bis example, the Ork spearbead was
destroyed. It is my judgement that the Whitesbields
have proved themselves worthy offull Guard status.
1 order that the survivors be assigned to One Platoon
to replace losses, and the others buried with full
regimental honours. Does any man here know of
Regiments of the Imperial Guard are generally posted to any reason why this order sbould not be carried
combat zones immense distances from their homeworlds, our?”
and it is rarely practical to recruit from the homeworld to
make up for combat losses. The Guard therefore uses Silence.
various other methods of bringing regiments up to strength, "Then let it be done.” The Colonel's orderly came
depending on the circumstances: amalgamating depleted Jorward, and removed the blank white badges from
regiments into a single fighting force is common practice, the chests of the three Whiteshields. Yarren found
especially when the regiments are being constantly bimselfholding bis breath as the Regimental colours
transported to new battle zones. Regiments that are left to were affixed to bis flak tunic.
garrison a world they have conquered, on the other hand,
recruit from local sources - the most common method (and
by far the safest on hostile planets) is to draft the sons of
the regiment into the Guard when they come of age.
‘When they are
judged three
to be fit, these men shall
receive the scars they won today. And Guardsman
Yarren shall be inducted into the High Eagle Lodge,
under my own patronage.”
The children fathered by members of an Imperial Guard
The ball resounded with cheering as the three were
regiment are usually brought up completely within the
regiment itself. It acts as a kind of extended family, led away to the med-bay. Yarren thought of the
infusing the youngsters with the culture of the homeworld rituals offull manbood that awaited bim, and of
the mysteries of the High Eagle Lodge, most respected
they have never seen, and assigns them menial and support
duties which would otherwise eat into the regiment's of the regiment's warrior lodges. He bad proved
fighting strength. himself today.
But now he was tired. More tired than be bad
ever been.

® 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

Only in the Space Marines of the Legiones Astartes


are courage and expertise perfectly blended. In other 0-4 WHITESHIELD SQUADS
troops they are present in varying degrees and
proportions, and many scholars have debated their
at 200 points per squad
relative merits.
For my own part, I come down on the side of
1
SERGEANT AND 9 WHITESHIELDS

courage. For courage can sometimes make a virtue


of inexperience. I myself have commanded Imperial
Guard troops whose probitor units have achieved
great things, because their courage was infinite and
because they were too inexperienced to realise that
SERGEANT
; M
4
4
3
2
313[3
2133
siTiwirialdimica
3
|
|= 77 77

717
|-a
~4

their goal was impossible.


- Leman Russ, De Natura Belli,
Book XIV

® 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

Whiteshield Squads: ie they must be attached to a (


3

2
Leta of

a
he .

Command Section, observe platoon coherency rules and ~ S- >


3
SO on. Squads must fight in complete 10 man units -
they may not be split up

Psychology: Because of their determination to prove BASIC EQUIPMENT STANDARD EQUIPMENT


themselves worthy of full membership of the Regiment, KNIFE OR COMBAT ACCESSORY LASPISTOL AND
Whiteshields are immune to all psychological effects, FLAK ARMOUR CHAINSWORD
PHOTO VISOR 8 WHITESHIELDS
whatever their source. The youngsters’ resolve to succeed FRAG GRENADES
LASGUN
LAS-CANNON
and become full members of the regiment overcomes all
other considerations.
Equipment: Whiteshields Squads are issued with the same
basic equipment as full Guarsdmen. The sergeant carries
a laspistol and chainsword, eight of the trainees carry
lasguns and the remaining squad member is armed with iad
a las-cannon, the only heavy weapon available to
Whiteshields. Unlike other Guard squads, Whiteshields
must retain the equipment they are issued with - they may
not replace any of their weapons with Alternative
Armament or take Additional Equipment or extra Yarren gritted bis teeth against the pain and
Grenades and Missiles. Being green recruits and trainees, concentrated on staying perfectly still. Not only was
the Whiteshields are not permitted to draw on the full it a disgrace to flinch or cry out, it was also
resources of the regiment. dangerous - and be didn’t want to end up with a
severed artery instead of the first scars of manhood.
The only exception are Whiteshield Squads that are
included in a platoon of Rough Riders. These squads may At last, Adjudant Morth straightened up, wiping bis
have horses and explosive lances to match the other Torathim hunting knife. Yarven relaxed - and then
members of the platoon. Yyelped in pain as the two sergeants rubbed a black
powder into the cuts.
Uniforms: Whiteshields wear the normal official Guard
uniform, but this is stripped of any insignia, including the “This will sting a little.” said Sergeant Raddon in
unofficial gang or tribal symbols worn by many full bis deadpan voice, and Sergeant Ferth laughed.
Guardsmen. Whiteshields must prove themselves in battle Yarren reddened,
before they are allowed to display the insignia of their "Don’t worry, little warrior’ said Ferth cheerfully.
regiment and their homeworld culture.
The unit badges are plain white, with neither platoon you scar well.”
|
“They all jump a bit - did - but the powder makes

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

Ogryn troopers in the Imperial Guard


are normally dressed and equipped
in the native styles of their feral and
medieval homeworlds.

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

a,
.

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080202
DONINHVAA

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pod

}
SUIBIUG

PRB]

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These Imperial Guard


Jf metal miniatures are
3 supplied with separate
plastic arms and
weapon sprues. These
p $40 allow a wide variety of
finished models to be
"
built. For example, the
two Penitents illustrated
TP
use the same metal
body casting, but
18P8ID
different arms and
weapons. The
HUN
Guardsmen models are
also based on a single
body casting.
so.

aug

JOU
COMMANDER CAPTAIN SERGEANT
401005 401007 401006

POP

JO)

LUBIPIYD

By
18pUN
Mark Copplestone
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MEDIC LIEUTENANT HUMAN BOMB GRENADE LAUNCHER
8/884

401013 401014 401015 401016


JO

'98@

PENITENT
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.

by Ivan Weeds and Graeme Davis

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.”

Ogryn in Combat with Orks


IMPERIAL GUARD - OGRYNS

® OGRYNS IN THE ® APPEARANCE


IMPERIUM The basic appearance of an Ogryn is that of an oversized
and coarsely-formed Human. They stand
2; -3 metres tall,
and are very heavily built by Human standards. Limbs are
Ogryns are among the largest and most powerful of the short and heavy, and hands are large and clumsy-looking.
Abhuman breeds yet discovered - only the Minotaurs, a
strain of giant Beastman, can match them for sheer Ogryns have large heads - the thick bone of the skull often
destructive power. The bulk of Ogryn worlds were makes them look disproportionately large by Human
originally prison planets, and when these worlds were standards - with heavy, prominent jaws. It is common for
brought back within the Imperium after the Age of Strife, the lower canine teeth to grow into protruding tusks.
the harsh planetary conditions were found to have wrought Fighting is natural to Ogryns, and even the friendly
a particular pattern of changes upon the inhabitants. altercations they have among themselves can lead to minor
injuries. Ogryns are almost always heavily ggarred, and
Obviously, those planets which are selected for use as
broken teeth are common.
prison worlds have no better use to the Imperium; they
are generally barren, and lacking in native food species. There is some variation on the basic Ogryn physique,
They are harsh environments, and those who survive there according to homeworld. Ogryns from the planet Skraag
must be unusually resilient. (Imperial designation Beta-Entebes ITI) tend to be taller and
rangier than other Ogryns, with a distinct yellow-brown
tinge to their skin owing to the high concentration of
volcanic sulphur dust in the atmosphere; they are also
renowned for their highly distinctive smell. On the other
hand, Ogryns from Ugglob (Imperial designation Dranno
IV) are shorter and stockier, with larger heads. The high
humidity of this planet's atmosphere has led to Ugglob
Ogryns developing an astonishing range of warts and other
fungal disorders.
The majority of Ogryns cultivate an appearance which is
in keeping with the mediaeval level of technology of their
® EVOLUTION AND homeworlds; skins, coarse cloth and chain mail armour
are common, as is the practice of body-painting, tattooing,
PHYSIOLOGY and ritual scarring. Hair varies in coarseness and colour,
and many Ogryns are completely bald. Those who are
Ogryns evolved on planets with harsh environments, little chosen to lead Ogryn squads in the Imperial Guard often
food, and some hostile life-forms of animal and lower adopt military styles, with short hair, heavy boots and
intelligence. The physical traits displayed by Ogryns are fatigue-style trousers. Some will have their unit badge
a direct response to environmental demands. tattooed onto their chests, along with victory and
devotional symbols, such as Imperial eagles, skulls and
Firstly, their size and strength. Ogryns are generally half crude copies of other Imperial insignia. Like other Imperial
as tall again as the average Human. They are more heavily Guard troops, Ogryns are enthusiastic collectors of battle
built, even in proportional terms, with 2 muscle mass to badges, but lacking helmets they often attach them directly
height ratio almost twice that of a Human. Their bones are to the thick bone of their skulls.
heavy, and their skin is thick, with few sensory nerves.
Ogryns have scant regard for hygiene by normal Human
This build is largely a response to hostile native life-forms; standards, and the phrase ‘downwind of an Ogryn' is widely
the Ogryn has become large enough to fight most native used to describe atmospheric contamination and other
predators and win, using the improvised and primitive malodours. Most Ogryns are infested with parasites of
weapons which are the only defence available on a prison various types and sizes, and certain species are actively
planet. It also suits the Ogryn for a predatory role, relying cultivated as pets and emergency food stores. Some of these
on size and strength to overcome prey. parasites are very large - the Scorathian Armpit Louse, for
Secondly, their digestive system. In response to the example, is the size of a Terran rat, and is bred and traded
generally barren nature of their home planets, Ogryns have among the Ugglob Ogryns and others with whom they
developed a digestive system which is capable of deriving come into contact. Races and fights involving these
nutrition from almost any organic substance. Their capacity creatures are a common off-duty pursuit, with up to a day’s
for eating - far in excess of that of a normal Human - derives rations being bet on the outcome.
from the need to eat everything available when food is The Ogryns have been known to produce mutants -
found, and store it against the long fast until more food although some argue that they are mutants to begin with.
is discovered. On the basis of Imperial studies to date, the probability and
Finally, their intelligence. On their home planets, the extent of mutation appears to be almost exactly the same
constant struggle to survive and find food leaves no time as that for normal Humans. It is rare in the extreme for an
for any other activity, and the Ogryn brain has undergone Ogryn to develop psychic powers.
a degree of atrophy. They are often thought of as stupid go

by normal Humans, and indeed their intelligence and


reasoning capacity is lower. However, their brains are
attuned to survival - fighting and eating - to such a perfect
degree that, on their own terms, there are few races in the
known galaxy that can match them.

49
IMPERIAL GUARD - OGRYNS

® OGRYNS AND THE


IMPERIAL CULT

While the finer points of the Imperial cult probably escape


most Ogryns, their devotion to the Emperor is beyond
question. Ogryns in the Imperial Guard, in particular,
have
|=
Dreadnought

an almost childlike faith in the Emperor, perceiving him A


Ork

as an all-knowing, omnipresent force who watches their


every move on the battlefield, handing down orders
personally through the chain of command. The highest
attacking

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

makes Imperial Guard Ogryns capable of apparently insane A

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

although they are never shy to point out their own


superiority in both departments. Ogryns have mixed
i hn

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.

Standards On some Imperial worlds, Ogryns are drafted into the


Although they do not have Command Sections like other Adeptus Arbites, since their strength, ferocity and imposing
Guard troops, Ogryns often adopt unofficial standards of bulk make them effective on a psychological level as well
their own. These are usually carried by the Sergeant-Ogryn as in actual conflict. Often in such cases the mere presence
leading the platoon - and sometimes all the Ogryns in the of Ogryns can prevent trouble or bring it swiftly to an end.
platoon are fitted with back-banners. Banner designs vary
widely. As well as copies of regimental standards, Ogryn Planetary governors and other dignitaries sometimes
banners may feature an image of the Emperor, portrayed employ Ogryns as bodyguards, having found that a squad
as an Imperial Guard Commissar - a natural symbol of
of these huge Abhumans at one’s shoulder can add a certain
authority to the Ogryn mind. They also use tribal designs
amount of authority to one's commands. Certain
from their homeworlds. Inquisitors, too, will travel with Ogryn servants; these
individuals will normally have ggceived BONE treatment.
In addition to their standards, Ogryns often mark successful
battles or individual kills with tattoos, usually based on
the symbols of their homeworld tribe. These may be simple
stripes of colour, or small skulls, usually on the face or arms. ® RENEGADE OGRYNS
It is known, but rare, for Ogryns to take the field against
Service Outside the Imperial Guard the Imperium. The use of Ogryns by Imperial Guard units
The vast bulk of Ogryns in Imperial service belong to the serving Horus has already been mentioned, and on rare
Imperial Guard, but it is not unknown for them to serve occasions Ogryns will serve with pirate or rebel forces.
in other capacities. Like other Imperial Guard troops, Once Ogryns have been recruited into the Imperial Guard,
Ogryns can be seconded to the entourage of aRogue Trader, however, their basic training and indoctrination fills them
wearing a tabard bearing the Rogue Trader's colours and with a simple but unshakeable faith in the Emperor, and
emblem in addition to their normal clothing and armour. revolt is practically unknown.

Te

TT

EEE

Ogryn about to demolish Eldar Jet Bike

52
THE PACIFICATION OF FLOTIS Ill
By GRAEME DAVIS and PETE KNIFTON¥
This article describes the role of Company of the
D

7TH MORDION REGIMENT, D COMPANY


7th Mordion Imperial Guard Regiment in the The following list is the full comp nt of D C y of the 7th
Mordi
Pacification of Flotis III, with full details of the Imperial Guard Regiment during the Flotis 111 campaign,

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

The pacification of the third continent was assigned, among others,


to D Company of the 7th Mordion, who have distinguished themselves
THIRD
1
PLATOON - OGRYNS
Ogryn Squad
in several actions over a two-year campaign. The Human strength of mesh armour, ripper gun
Ogryn-Sergeant -
D Company was raised from a particularly vicious Hive World gang 4 Ogryns - primitive armour, hand weapon
called the Night Rippers, whose fist-and-knife emblem appears on
several of D Company's vehicles and unofficial banners. The Night FOURTH PLATOON - BEASTMEN
Rippers first came to the notice of Imperial Commander Varren, the Command Section 2 Beastmen Attack Squads
planetary governor of Mordion Hive World, when they seized control Lieutenant (Champion) - laspistol Each Squad comprises:
of the whole of Island--City Two. Medic - laspistol, medikit Packmaster- mesh armour,
They used the spaceport and the Sergeant - laspistol, chainsword 2 hand weapons
hundreds of orbit-capable ships Orderly with Platoon Banner 9 Beastmen - mesh armour,
they captured to attempt a - laspistol 2 hand weapons
blockade of the planet in support 2 Guardsmen - las-cannon
of various demands for cash and
cquipment. FIFTH PLATOON - ROUGH RIDERS
Everyone in the Rough Rider Platoon has a horse and hunting lance
Their efforts went largely Command Section 3 Rough Rider Tactical Squads
unrewarded and the survivors of Captain (Hero) - laspistol Each Squad comprises
the action to retake the spaceport Medic - laspistol, medikit 1 Sergeant - laspistol, chainsword
were recruited to the Guard. It Sergeant - laspistol, chainsword
was decided that such fighting Orderly with Platoon Banner - las-cannon
skill, if redirected to the proper laspistol 1
Guardsman - grenade launcher
Imperial ends, was too valuable 2 Guardsmen - las-cannon
to waste through needlessly harsh
punishment. Only the leaders of
the rebellion were executed -
SIXTH
PLATOON
1 Penal Battalion
- PENITENTS
Squad
RATLING MARKSMAN SQUAD
1 Ratling Marksmen Squad
10 Penitents - lasgun 5 Ratling Marksmen - sniper rifle
Commander Varren chose to
enact the ritual deaths using one ADEPTUS MECHANICUS DETACHMENT
of the Night Rippers’ own
ceremonial serrated swords. The 2 Adeptus Mechanicus -
power armour, refractor field, power axe, laspistol
4 Servitors - mesh armour
gang's
traditional badge therefore
took on new meaning as the
symbol of their entry into
1
2 Rhinos with Guardsmen crew
Thudd Gun with Servitor crew - mesh armour
Multi-Laser with Servitor crew - mesh armour
1
Rapier
Imperial service and an emblem 2 Sentinels with Guardsman crew - laspistol
of their leaders’ sacrifice.

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

was considerably by the rivalry between Org and


left of centre, on the jet bike, is Commander Evin Eldro, accompanied - as always Raakt, who invariably tried to outdo each other on the battlefield. The Company's
-
by Commissar Fidel Arden. Note the two devotional skulls on Arden’s collar. Ratling

Abh compl is by the


Sniper
completed

squad (on the Rhino


To the right of the jet bikes is the Command Section of the First Platoon, which, to the right) known unofficially as Dunno’s Dead-Eyes.
as usual, carries the banner. Behind the jet bikes is the Command Section Above the Beastmen on the valley edge are the Rough Riders of the Fifth Platoon,
of the Second Platoon, which includes Sanctioned Psyker Morin Dannel; it is who played a decisive role in the skirmishing that acc d the cong
to seeaC
expression dei standing
es his
so close to a psyker and Dannel’s downcast
at the C issar’s proximity. of the rural province of Bencya.
Because of the highly variable terrain on the third continent to which they were
Note the fist-and-knife emblem on the Rhino in the foreground and on various
igned, D Company was equipped with a diverse range of special equipment,
banners; this unofficial device is the symbol of the Night Rippers, the Hive World
gang from which the Human strength of D Company was recruited including Rhino APCs, Rapiers, a Thudd Gun and a small force of Sentinels. The
Sentinel force, led by Licutenant Issen Siglo, proved invaluable in support of the
In the far left foreground are Thargadd's Thumpers, Sergeant-Ogryn Thargadd, Rough Riders during the assault on the forest region of Glimdrun.
holding the Ripper Gun, served with considerable distinction in the Flotis
in close combat during To maintain the equipment - and to control the Penal Batallion troops (in the
campaign, destroying an Ork Dreadnought single-handed Venker (left)
Arden designed their b upper right of the picture)- Tech-Adepts
i
the Battle of Blood Hill. It is said that C
D
Company was assigned

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.

The Development Of The


Dreadnought
Dreadnoughts are complex machines, requiring special
materials to construct and special skills to pilot. Nevertheless
some are more complex than others. Ork built machines are
among the most primitive and least reliable. Human machines
are solidly built and efficient. Eldar Dreadnoughts are probably
the most sophisticated of all. The special gaming rules for each
type reflect these vital racial differences.
Amidst the hammering of iron and chanting of runes, the
weapon-shops of Mars turn out Imperial Dreadnoughts to
time-honoured and hallowed designs. The most enduring
types are the Imperial Battle Armour classes Contemptor,
Deredeo, and Furibundus, whimsically known by the troops
as Chuck, Eddy and Fury. These war-machines are built for
the Imperial armies and Space Marine chapters. Many find their
way into the private armies of Imperial Commanders. Marine
Dreadnoughts are commonly modified by the purchasing
chapter in order to meet the unit's specific needs. Some
chapters even go to the trouble of building their own
Dreadnoughts, but most rely upon the legendary construction
skills of the Adeptus Mechanicus.

Unlike the Imperium, which has a centralised arsenal, weapons


manufacture on Ork worlds is dependent on the individual
patronage of great Warlords. Skilled Ork weapon-smiths or
-
DREADNOUGHTS

Dreadnought Construction GAMING WITH


The powerplant that lies at the heart of each Dreadnought
may be a crystal battery, a nuclear engine, a polarising gravitic
DREADNOUGHTS
The rules that follow describe several specific types and classes
bed, or a conventional combustion engine. The actual of Dreadnoughts available to the Human, Eldar and Ork forces.
technology used is not strictly important except, of course, In addition, there is a special build system which permits
in terms of refuelling and supply. Crystal batteries are
players to design their own Dreadnoughts. Players should
commonly used by Humans and Eldar, whilst Ork machines decide before the game whether they are going to stick to the
normally employ combustion engines. The dark smoke given classes given or design their own machines. There is no reason
off by these engines has inspired Humans to give Ork why players shouldn't mix their own designs with those given.
Dreadnoughts the nickname of ‘boilers’.
The Citadel component system is ideal for this as it allows
Power transmission is also varied, but the most common you to produce a large number variations from the basic
system uses hydroplastics coupled to powered actuators. These pattern.
operate the weapon systems and other, minor facilities
throughout the machine. Limb manipulation is achieved by
electrically motivated fibre-bundles which function very much DESIGNING THE
like muscles, contracting and relaxing to drag the
Dreadnought’s huge bulk forward.
DREADNOUGHTbuilt
In the Imperium, Dreadnoughts are as basic shells. The
customer, be it the army, Space Marines or an Imperial
The shell of the Dreadnought is made from tough ceramite Commander, has the option of fitting extra armour and control
mouldings. Some Ork Dreadnoughts are built from metals, but systems. The same is true of Eldar Dreadnoughts where the
these tend to be ridiculously heavy and cumbersome. Ceramite designer can specify these particulars during production. Ork
begins life as a thin white liquid which is injected into moulds Dreadnoughts are usually constructed to the specific
under pressure. The mould is gradually heated to 300° and requirements of the proud owner. These may include such
then allowed to cool. The moulding is then both tough and cultural refinements as ‘go faster stripes’, ‘flared leg arches’
durable. The illustrations show you some we prepared earlier. and ‘furry dice’ in the pilot's capsule. Ork Dreadnoughts are
often painted red because, as the Orks say, ‘Red wunz go fasta’.
Imperial and Eldar Dreadnoughts are further protected by
armoured plates made from adamantium. This material is
produced in the processing factories in orbit around Mars as
well as on Eldar craft-worlds. Each wheel-shaped factory CONSTRUCTING
consists of a vast spinning centrifuge several kilometers across. DREADNOUGHTS
The inside of the rim is maintained at a constantly high
temperature by plasma held in place by magnetic fields. Only
FROM BUILD-POINTS
countless advanced
Every Dreadnought comprises technically
under these conditions is it possible to melt adamantium so
that it flows into moulding chambers built on the outside of sub-systems including armoured shells, weapon installations,
the factory rim. stowage for equipment, power-plant and provision for the
pilot. A Dreadnought's general size and fighting ability is
determined by the total number of build points (BPs) used
in its construction.

BPs are expended to provide the Dreadnought’s profile as


shown on the charts below. Each of the profile characteristics
uses or more BPs, some using more than others. Players must
1

balance the available number of BPs between the different


characteristics in order to create the best fighting machine
possible. In some cases, a race may be limited in the maximum
number of BPs its can expend in a certain area. For example,
Orkish technology reduces the maximum foughness of their
Dreadnoughts compared to Eldar and Human ones.
BPs are expended to provide hard-points or stowage space
where weapons and equipment can be installed. BPs are not
expended for equipment or weapons, although the installation
of these will affect the Dreadnought’s total points value (PV).

Control Systems Maximum Limits For


Dreadnought control systems vary from primitive ‘driving’
controls to sophisticated mind-impulse links. These differ
Dreadnought Build Totals
Players are free to choose the number of build-points they
considerably in efficiency. Orks, whose technological know- expend on each Dreadnought within the following limits.
how is more limited, prefer to rely on a ‘driving’ system rather
like a vehicle. These are slow compared to the mind-impulse
systems, but are relatively cheap to build. Mind-impulse links Dreadnought Limits
are used by Eldar as a matter of course, allowing the pilot to
literally become the Dreadnought - controlling its movements, Imperial 100-140
actions and senses by the power of thought alone. Ork 2 armed 80-100
Ork 4 armed 100-140
Imperial mind-impulse technology is rather unreliable. An Eldar 100-160
alternative is to use surgery to merge the pilot to his
Dreadnought’s control systems. This has all the advantages
of the mind-impulse link and is far cheaper. The pilot is
surgically implanted into his armoured capsule, suspended in
a special amniotic fluid which sustains him for the remainder Dere's us’ onc fing wiv cans
of his life. Once encapsulated in this way, the pilot becomes wot yaav ta bovver about -
part of the machine and cannot leave it unless the Dradnought Sittin’ on dat spring gives ya piles!
is damaged or destroyed, when an ejector seat permits his - Ork Dreadnought Ace Jip" Gobsmak
escape.

57
DREADNOUGHTS

PROFILE Control Systems


BPs are The following rules categorise control systems into three basic
expended to create the Dreadnought’s profile. The
number of BPs required for each point of characteristic is given types. These are driver, spinal link and mind impulse. Racial
below. Movement is not included as a characteristic. Movement availability and cost in BPs is indicated on the chart below.
is worked out as an expression of weight to Eldar are allowed cheaper mind-impulse links than humans
power as explained to reflect the lack of spinal-link.
later.

Note that Deadnoughts do not have wounds, but have damage


points in the same way as vehicles. Weapons hard points (HP)
and equipment stowage space (E) characteristics also work in
System
Mind-impulse
‘Human
15
Eldar
10
| Ork

the same way as with vehicles and are explained in depth Spinal-link 8 - 8
following the charts.
Driver 2 2

PROFILE TABLE Mind-impulse. The pilot controls his Dreadnought by means


ofa thought impulse link which responds to his will, allowing
him to move the Dreadnought as if it were his own body. This
ws [1]2]3[4[s[6[7][8]o]10 i
automatically increases the Dreadnought’s initiative by +2
BPs 0°
lixl2]314[5]6]718]9 (up to a maximum of 10). A Dreadnought of this kind may
include a mental program which allows the pilot to use his

#2 8
Bs l4lsl6l7[8]9]w0]
11203

Nd own mind as a targeter for his weaponry. This mental program


ERRRARITARE automatically allows all shots to count as if the Dreadnought
had a targeter. mental program occupies no stowage space,
A

but costs 10 PVs.

=
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

the Dreadnought’s mechanical systems. This increases the


Dreadnought’s initiative by +1 (up to a maximum of 10). A
p Dreadnought of this kind may include a mental program which
l4lslelz]8loliolul2l1al14lisTieliz[18l10]20 allows the pilot to use his own mind as a targeter for his
[n4]15 [18121
(24]27[30133
[363942 [4548151 [5457]
60°

[BPs
weaponry. This mental program automatically allows all shots
to count as if the Dreadnought had a targeter. mental program A

1 112034 ]slel7]8]oT10 occupies no stowage space, but costs 10 PVs.


Bes 1%l213(4(5(6]1718]90 Driver. The pilot operates his Dreadnought by way of a vis-
screen with sensor read-outs and some sort of manual control.
A l1l2l3T4lsTelz18lol10 This makes no difference to the profile already established.
BPs 13%]
6 |9 [12]15018]21 [2427 [30°
)

Targeters may be added, but these are mechanical devices, and


occupy equipment stowage space in the manner described
[save
| | 6
2%
s6]
41
46]
61
36]
81
26
10°
P=
rd
below.

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

Total |[5]6|7|8 9/|10{n{12/13{14]15/16/17}18]19|20


ad

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

10”, even if the model is hidden by cover, buildings ¢tc. An


energy-scanner is used in the same way, but allows the
EQUIPMENT Dreadnought to see equipment, vehicles, robots, other
Just as BPs can be used to build hard points for weapons, they Dreadnoughts and so on. A rad-counter measures the rad-level
can also be used to provide stowage space for additional of any point within 18”. These sensors operate all the time,
equipment. However, some equipment is already assumed to allowing the Dreadnought pilot to detect a hidden enemy or
be present and is effectively gained for no BPs, and in some dangerously irradiated areas.
cases no PV cost. This equipment is as follows.
Power Fields of 1” radius are assumed to cover the
Targeters Mind impluse and spinal link machines Dreadnought. A Power Field of larger radius can be made by
automatically have a targeter for each weapon-bearing limb. paying an extra 10pts for each 1” extra radius. A field of
This is a program - not a piece of equipment. It costs 5 PV sufficiently large size can be used to shelter troops within it.
for each limb. A Dreadnought may carry several Power Fields, although only
one may be turned on at once. A Power Field may be turned
Suspensors are included in all heavy machinery so that the on or off only at the start of the player's turn, and may not
additional weight of equipment does not effect the be turned off or on if the Dreadnought has been rendered
Dreadnought’s movement. This is free and costs no PVs. immobile as a result of damage, or if the pilot has been rendered
unconscious. Note that an activated Power Field prevents a
Ejector seats are fitted to all Dreadnoughts. In most cases Dreadnought from firing or engaging in hand-to-hand combat.
this is in the form of an armoured capsule containing the pilot.
In Ork Dreadnoughts the process may be less sophisticated Power Field Synchronisers are devices which allow a field
- ie, a
very large spring. Ejector seats occupy no stowage space to flick off during the brief moment of time it takes to fire
and do not add to the PV. a weapon. If a Dreadnought has a Power Field Synchroniser
it may fire weapons during its own shooting phase, even
Auto-senses are standard in all Dreadnoughts except those though the Power Field is ‘on’. However, to represent the
which are ‘driven’. In the case of ‘driven’ units, external sensors chance of an enemy shot sneaking through whilst the field
relay sound and vision into the pilot's cabin. However, safety has flickered off, any shot against the Dreadnought in the
cut-outs in the system provide the same level of sensory enemy's following turn will penetrate the Power Field on the
protection as with auto-senses, so they are considered to be D6 score of a 5 or 6. This does not destroy the field: the shot
the same. In either case they occupy no stowage space and simply by-passes it during the brief moment in which it is
do not add to the PV, down.
Communicators with a 50 mile transmission/reception radius Jump Packs are built into the armoured casing of the
are fitted to all Dreadnoughts. communicator occupies no
A
Dreadnought’s feet. These function exactly like ordinary Jump
stowage space and does not add to the PV. Packs but cost more points as indicated.
DREADNOUGHTS

Trip: A Dreadnought may attempt to {rip over any bipedal


THE DREADNOUGHT IN creature over 10 feet tall including another Dreadnought. The
Dreadnought may attempt the Trip instead of making normal
HAND-TO-HAND COMBAT attacks. Roll to hit as normal. If the result is a success, the
Dreadnoughts are armed and equipped with the weapons Dreadnought has tripped its enemy over! This causes 3 + D6
purchased by the controlling player. In addition, Dreadnoughts wounds against creatures and 3 + D6 damage points against
which have manipulative limbs (ie mechanical hands) may use Dreadnoughts (no saving throw) and special damage effects
these to make frontal hand-to-hand combat attacks at the as normal. A tripped model may only get up at the beginning
Dreadnought'’s basic strength. The total numberof attacks that of its turn on the D6 roll of a 4, 5 or 6. The fallen enemy may
may be made are shown on the Dreadnought's profile. Each not make any attacks or move until he gets up. Fallen enemies
manipulative limb may attack once: remaining attacks are cannot rout!
assumed to be stomps delivered by kicking or jostling.
Bear Hug: A Dreadnought fighting a creature over 10 feet tall
If a Dreadnought loses 1 manipulative arm, it loses the attack or another Dreadnought may make a bear bug attack instead
associated with that arm. A Dreadnought only loses its stomps of its normal attacks. A Dreadnought must have at least
1

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

any additional attacks the Dreadnought may have are stomps


and are resolved at the Dreadnought’s usual strength. Any
victim suffering damage receives no armour saving throw
Special Attacks irrespective of its normal save. The Power Claw occupies
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

or even ‘nutting’ its enemy. These special attacks are useful


when fighting other Dreadnoughts.
When Dreadnoughts are fighting other Dreadnoughts, each
player must secretly note down the type of attack he intends
to employ - whether a normal attack or one of the special
attacks. Both players reveal their attack type, and combat then
proceeds in normal initiative order.
Tread Attack: A Dreadnought may make a single tread attack
instead of its normal attacks. Treads can only be made against
either a target under 10 feet tall, a vehicle, or 2 Dreadnought
which has been 'tripped over’ (see below). Roll ‘to hit’ as
normal. If the target is hit the Dreadnought treads on its
opponent, crumpling armour, buckling metal and squishing
any tender bits. Make a damage roll counting the
Dreadnought’s strength as D6 higher than normal. Any living
creature taking its full wounds is eliminated - there is no saving
throw. A vehicle or Dreadnought taking damage receives
6+ D6 points of damage with no saving throw, and works
out special damage effects as normal (see WH40K p39 for
vehicle damage).

Head butt: A Dreadnought may make a single bead butt attack


instead of all of its normal attacks. Head butts can only be
made against targets more than 10 feet tall, such as other
Dreadnoughts. Roll ‘to hit’ as normal, if successful the
Dreadnought nuts its opponent. Make a damage roll counting
the Dreadnought's strength as D6 higher than normal. Any
living model taking damage is killed outright with no saving
throw. A vehicle can be head-butted if it is suitably high and
then takes 6 + D6 damage with no saving throw in the same
way as a tread attack. If the target is another Dreadnought
the blow smashes right into the cabin - resolve all special
damage on the pilot chart (see below). If 2 Dreadnought
attempts a bead butt attack but misses, it will fall over on the
D6 score of 2 4,5 or 6 and then counts as if it had been tripped
over (see below).
DREADNOUGHTS

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.

4 MAJOR CENTRAL CONTROL SYSTEM DAMAGE


The shot damages onc of the main control synapse modules, directly attacking
what is effectively the Dreadnought’s central nervous system. This can have many
effects, sending random surges of power rushing through the device, melting
prea ce COpOnCR, causing explosions, and causing random burn-outs and
control loss.
To reflect this random and often cataclysmic level of escalating damage, throw
cach turn. On a 4, 5 or 6 the Dreadnought takes another critical hit. This dam:
will continue to happen on 50% of the remaining turns in the battle unless
pilot chooses to switch his vehicle off completely in which case it is rendered
immobile. The pilot may eject if equipped with ejector seat,

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.

6 JUMP PACK MALFUNCTION


The Dreadnought’s Jump Pack malfunctions! At the start of each of its turns the
Dreadnought will jump 3D6” in a randomly determined direction. 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.

SYSTEMS -SPECIAL DAMAGE SENSORS SPECIAL DAMAGE


1 OVERHEATS
1 SENSORS
Damage 4 the hest exchange unity fn, the Dreadnought's power supply. and The Dreadnought’s sensor package is destroyed. The normal Dreadnought auto-
actuators causes a dangerous heat build up. Roll 2 D6 at the start of cach of the , allowing it to continue to see normally. If the
Dreadnought’s following turns. On the score of a 6 the Dreadnought's safety cut-
SENSES are ui Dreadnought
has no sensor package (or the sensor package was previously destroyed) see 2
outs will shut down all systems. The Dreadnought may do nothing and is totally below.
deactivated. Once deactivated, the player should continue to roll a D6, and the
Dreadnought becomes reactivated again on the D6 score of 6 (indicating it has
cooled down). 2 SCRAMBLED
The Dreadnought’s complex array of sensors (tactile, visual, and audio) are
2 FIRE
temporarily scrambled. The player may either remain stationary and inactive until
Damage to fire control s tems causes a fire to break out in the Dreadnought’s the sensors clear, or the player may move the Dreadnought and fire randomly.
circuitry. Roll2 D6 at the of each of the Dreadnought’s following turns. No hand-to-hand attacks can be made. The sensors clear at the beginning of any
On a score of 1-3 the fire spreads, causing 1 point of damage (but no special damage of the Dreadnought’s following turns on a D6 roll of 4, 5 or 6.
unless D is already reduced to 0). On a
score of 4-5 no damage is caused that turn.
On the score of 2 6 the fire goes out and no further damage is caused.
3 DE-FOCUSSED
3 ACTUATORS The Dreadnought’s visual mechanisms are thrown out of focus, affecting its ability
Black smoke pours from the machine as a combination of heat and fire causes to shoot. Current BS is reduced by half, rounding down to the nearest whole
number.
the internal actuators to melt and burn. During its following movement phases
the Drea automatically moves at half maximum rate (ro fractions
down) in 2 random direction. No hand-to-hand combat blows may be struck and 4 TARGET IDENTIFIER DAMAGED
weapons may only be fired on a D6 score of a 4, 5 6
or The Dreadnought’s target identification systems are nullified. Every time the
Dreadnought shoots, the player rolls a D6. If the score is 5 or 6, the enemy player
4 HYDRAULICS
may retarget the shot against any model within the Dreadnought’s fire arc. The
The Dreadnought’s internal micro-bore hydraulics begin to leak. The Dreadnought shot must target a model, although the model may be from either side.
loses power as a result, reducing its strength 10 1 and halving the maximum
movement from its current amount (rounding fractions down). 5 STABILISERS JAMMED
5 SHUT-DOWN The Dreadnought's directional stabilisers become jammed. Roll a D6:
The Dreadnought’s emergency systems are triggered as a result of internal damage, 1-3 the Dreadnought may no longer turn to the right - it may move straight
forward or may turn to the left.
acti vating emergency shut-down and operating the ejector mechanism
greed
which throws the pilot out of the Dreadnought. 4-6 the Dreadnought may no longer turn to the left - it may move straight forward
or turn to the right.
6 EXPLOSION A Dreadnought forbidden from
turning to one side may still turn through 270°
The heat build-up in the Dreadnought reaches a critical level following damage to the other in order to achieve the tum desired, but this will reduce its movement
to the cooling and exhaust systems. The player should roll a D6 at the beginning by -1” (the first 90° of the turn is free). A Dreadnought cannot turn at all if this
of each of the Dreadnought's following turns. The Dreadnought blows up on the result is taken twice.
roll of a 6, destroying the Dreadnought and causing an explosion with an effect
radius of 27, Anything within the area is automatically hit with a strength of 8
with no saving throw for armour. Damaging hits cause D3 woundsidamage. Any 6 BLINDED
scenery within the area is destroyed leaving a crater. The Dreadnought is blinded, making it impossible to move or fire accurately. The
model may not make hand- 10-hand attacks. The Dreadnought may now only move
or fire in a random direction.
LOCOMOTION: SPECIAL DAMAGE
1 LEG DAMAGE
The Dreadnought’s leg is severly damaged, reducing movementto 2 maximum
ARMAMENT-SPECIAL DAMAGE
of half its present rate (rounding fractions down). A Dreadnought's Jump Pack 1 WEAPON DESTROYED
(if it had one) is now destroyed.
1
randomly determined weapon is destroyed.
2 CRIPPLED
The Dreadnought is possploecty crippled following damage to its legs. The 2 AMMO BLOCKAGE
Dreadnought may not move and may not turn from its present facing. Any jump The ammo feed or power supply to 1 randomly determined weapon is blocked
pack is now destroyed. or severed. The Drea t may fire once more with that weapon, after which
the weapon is rendered useless.
3 FALLS

i Roll a D6: 1-3 - the


Dreadnought falls 3 AMMO JAMMED

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

move may take2 Dreadnought out of hand-to-hand combat,


beginning
of each
he Dacadaonpsis
goes ‘off course’ and is moved maximum distance in 2 random directiof
2 randomly

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
|

oe hee pon, apt pn,bomen os


|

ied 173 farther gowcier


model moves its

62
functions
The Dreadnought’s movement

maximum
distance in
are severely damaged. Every turn
2 completely random direction.
the
damage cffects. |
DREADNOUGHTS

POINTS VALUES FORDREADNOUGHTS


The points value (PV) of a Dreadnought is the sum of its build points (BP) plus the PV of any equipment and weapons.
The crewman is free if of a basic creature type.

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.

DETAILED EXPLODED VIEW HEAD MOVEMENT BOX


FURIBUNDUS CLASS
DESTROYER DREADNOUGHT
CRYSTAL FUEL
ROTARY ACTUATORS
DS.08/07

i) J
h
MANIFOLD/EXHAUST

COMBUSTION FUEL
OS.01a FURY
MANIFOLD/EXHAUST LAS-CANNON
DS.01/26 ‘DEATH FOE

SHOULDER BLOCK
05.04/39

PILOT- IMPLANTED INTO


DREADNOUGHT BY
NERVE BUNDLES

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

Profile WSIBS|S |T|D I


31911110/20|7N] | |A
1
| |Sv/HP|
12-6] 3
|
E
4
BPs 31912120160] 613 110/618
Control System: Spinal Link 8 BPs adds +1 to the I

Power-plant: Crystal Battery 5 BPs Speed 4


Armament: The Furibundus class Dreadnought carries a
standard armament of 2 bolt-guns synchronised to fire
simultaneously, and 1
las-cannon. Each limb has its own
targeter program which occupies no build-points. The 10 PVs
for the targeter are included as equipment.

Equipment: The Furibundus class Dreadnought carries a


standard sensor package, a 1" radius powerfield and a power
Jield synchroniser. This equipment fills 4 equipment stowage
spaces.
Points value:
140 + 94 (Armament) + 43 (Equipment) = 277 pts

:
“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)

ADJUSTMENTS TO THE FLUID BATH IS NOW A LOT EASIER.


= WE'RE HAVING FEWER PROBLEMS WITH PSYCHO-
INTERFACING. THAT SHOULD GIVE US ANOTHER EDGE.

ARMAMENT TENDS TO CAUSE A LITTLE TREPIDATION. I'M NOT


TALKING ABOUT THE FIREPOWER. IT'S THE NEW FIBRE
CONTEMPTOR CLASS BUNDLES. THEY GIVE THE ARMS THE SAME INCREASED
CLOSE
RESPONSIVENESS AS THE LEGS. (PLEASE FIND A
ASSAULT DREADNOUGHT REQUISITION FOR A NEW MK14 BULLOCK ENCLOSED WITH
THIS REPORT.)

THE CERAMITE WORKS PARTICULARLY WELL. GLAD TO SEE


THE CENTRIFUGE IMBALANCE PROBLEMS HAVE BEEN IRONED
OUT. IMPACT ABSORBERS WERE JUST A LITTLE SLOW TO
RESPOND. WE JUST WENT FOR THE ONE TEST WITH THE
CRACK. PLEASE FIND A REQUISITION FOR A NEW TEST
DREADNOUGHT WITH THIS REPORT...
DREADNOUGHTS

The following Dreadnoughts are given as typical examples of


the types built and fielded by Eldar forces. They represent the
state of the art in Eldar military technology.

War-Demon
Eldar Assault Dreadnought
Build Points Total: 160

Profile ws/BS|S |T|D|1|A]|sv|HP|E


BPs
8!8
818
8 l9olis5|s(nl
[16]|18l45]5 426/26
|12]10] 4 |12

Control System: Mind Impulse 10 BPs adds +2 to 1

Power-plant: Crystal Battery 12 BPs Speed 5

Armament: The Eldar War-Demon carries a standard armament


of 2 Shuriken catapults, mounted in each hand. Each limb
1

has its own targeter program which occupies no build-points.


The 10 PVs for the targeter are included as equipment.

Equipment: The Eldar War-Demon carries a standard sensor


package, a 1" radius powerfield, a powerfield stabiliser and
a jump-pack. This equipment fills 6 equipment stowage
spaces.
Points value:
160 + 20 (Armament) + 53 (Equipment) = 233 pts

|
WAR:DEMON
ELDAR ASSAULT

|
14)
vad
DREADNOUGHT

0)
HAND MOUNTED

\ {J SHURIKEN CATAPULTS

df
\x
4

Eldar Assault Dreadnought


Build Points Total: 140

Profile WSIBS|S [T|D|1I |A|Sv|HP| E


6 1717 17|15(5(n]2]|36/2]6
BPs 6 11411414515
17

161814112
Control System: Mind Impulse 10 BPs adds +2 to I

Power-plant: Crystal Battery 9 BPs Speed 5

Armament: The Eldar War-Cry carries a standard armament


of las-cannon and Shuriken catapult. Each limb has its own
1 1

targeter program which occupies no build-points. The 10 PVs


for the targeter are included as equipment.

Equipment: The Eldar War-Hunter carries a standard sensor


package, a 1” radius powerfield, a power field synchroniser
and a jump-pack. This equipment fills 6 equipment stowage
spaces.
Points value: 140 + 100 (Armament) + 53 (Equipment) =
293 pts
DREADNOUGHT UNIFORM PATTERNS AND UNIT IDENTIFICATION PENNANTS
AND BADGES. THESE EXAMPLES HAVE BEEN DRAWN FROM FORCES DESCRIBED IN
CHAPTER APPROVED, THE BOOK OF THE ASTRONOMICAN. ELDAR PENNANTS ARE
USUALLY CARRIED ON BOTH VERTICAL EXHAUSTS, WHILST IMPERIAL
DREADNOUGHTS CARRY JUST A SINGLE PENNANT.

ALAI MERCENARY XIAN'S BLACK YRIEL'S PERSONAL YRIEL'S ELDRITCH


CORPS g RAIDERS COMPANY RAIDERS

ROGUE TRADER S3RD REGIMENT ROGUE TRADER "CHAPTER s88


ECALE IMPERIAL ARMY FOULWAY TOR MENTOR LEGION

TORGOX SQUADRON CLAW UNIT ORK HEAVY


ASSAULT UNIT
ROBOT CLASSES AND LIVERY
POR

An v=

i
|

=
xe

IMPERIAL IMPERIAL
CATAPHRACT CLASS CATAPHRACT CLASS
TRAITOR
CONQUEROR CLASS
CRIMSON
FISTS

IMPERIAL IMPERIAL
DARK ANGELS RED SCORPIONS

TRAITOR SLAANESH IMPERIAL


CASTELLAN CLASS
CASTELLAN CLASS

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

| Profile WSIBS|S |TI!D|I|A|[Sv|HP|E


BPs
7 18

718 | 717 |6
|18
46
2 136]
114]114156]16|6|8 (8112
Control System: Mind Impulse 10 BPs adds +2 to 1

Power-plant: Crystal Battery 11 BPs Speed 5

Armament: The Banshee is unusual in that it has two


manipulative arms each with a built-in flamer and an
additional weapon bearing limb with a missile launcher. Each
limb has its own targeter program which occupies no build-
points. The 10 PVs for the targeter are included as equipment.
Crack missiles and Frag shells are carried as standard.

Equipment: The Eldar Banshee carries a standard sensor


package, a 1” radius powerfield, a power field synchroniser
and a jump-pack. This equipment fills 6 equipment stowage
spaces.
Points value:
160 + 55 (Armament) + 53 (Equipment) = 268 pts

BANSHEE
ELDAR SUPPORT
DREADNOUGHT

MISSILE
LAUNCHER

[= 5;

HAND MDUNTED
FLAMER
DREADNOUGHTS

ORK DREADNOUGHTS SPACE ORK


KILLER DREADNOUGHT
BYANDARD POLE

Ork Dreadnoughts, whilst being thrown together in the most


ad-hoc fashion imaginable, still have formidable battlefield
presence. Here are two of the ‘finest’ examples of orkish
Dreadnought technology...

Space Ork Super-attack


Onslaughter Dreadnought HH
ie]
/

ADAPTOR ARM
Build Points Total: 140
DRIVER

B
Profile

ors
ws[Bs|s
6
616

Control System: Spinal Link 8


6 6
[TD
7
11211413915
[1 [A[sv]ur[E
13 3(6) 4 2:6 6

BPs
3

adds
8

+1 to |
110112] 6
=
HEAVY BOLTER

y
&
)

A
Power-plant: Crystal Battery 14 BPs Speed 6

Armament: The Space ork Super-attack Onslaughter carries


astandard armament
1
of
2 power claws, plus las-cannon and
heavy bolter. Limbs bearing the las-cannon and bolter have
1

Space Ork Killer Dreadnought


their own targeter program which occupies no extra build
points. The 10 PVs for the targeter are included as equipment. Build Points Total: 100

Equipment: The Space Ork Super-attack Onslaughter carries


Profile WSIBS| SIT | D1 A [Sv |HP | E

asingle 1” radius powerfield and a power field synchroniser | BPs 6l6ls|s]|iols]2]s6l3]3


6le6liolwliolslsle6lele
occupying a total of 3 equipment stowage spaces.
Points value: Driver

System: DrIveE 22 Rin


SESUOLA
scr
“ontrol

140 + 135 (Armament) + 20 (Equipment) = 295 pts


Power-plant: Crystal Battery 10 BPs Speed 6

Armament: The Space Ork Killer Dreadnought carries a


standard armament of power claw plus heavy bolter.
1 1

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

Ork Dreadnought Variants


Orks, being Orks, are quite free with types of weapons they
fix to their Dreadnoughts. The las-cannon can therefore be
BYANDARD POLE replaced with with either another heavy bolter, a grenade
launcher, or a heavy plasma gun. The heavy bolter can similarly
be replaced by cither another las-cannon, a grenade launcher,
or a heavy plasma gun. This will affect the PV of the
Dreadnought, and the PV will have to be recalculated
accordingly.
4

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.

WAR WALKER PROFILE


The War Walker is constructed in the same way as a
Dreadnought (see WD 100), using build points to buy
characteristics.

Build Point Total: 126

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.

Control System: Driven 2 BPs


Power Plant: Crystal Battery 18 BPs (Speed 7)

Armament: The War Walker comes complete with a las-cannon (90pts)


and scatter-laser (70pts).

Equipment: Two targeters (one controlling each of the main limb


armaments 10pts); three 1” radius powerfields (30pts); a power field
-

synchroniser (10pts) and a sensor package (13pts).


Points value:
126 + 160 (Armament) + 63 (Equipment) = 349 pts

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

Although normally slow and heavy with a 2” penalty, this has


no effect when the weapon is mounted on a vehicle,
Dreadnought or War Walker: the Walker may move and fire
its weapons without restriction.

70
ELDAR WAR WALKERS

SPECIAL RULES TACTICAL USE OF WAR WALKERS


The War Walker is protected by three power fields. Only one The Eldar use War Walkers in a variety of operational theatres.
may be used at once, and the player must state whether a power The mobility of the Walker makes it ideal for swift raids,
field is turned on or off at the start of his turn. See WD 100 infiltration manoeuvres, flank attacks, and ground based
for rules on power fields and power field synchronizers. scouting. Walkers are also used to support the Dreadnought
Because of the pilot's exposed position, any shot which Squadrons, deriving protection from their comrade’s heavy
penetrates the power field and hits the pilot is likely to cause armour, whilst adding their own phenomenal fire-power.
a good deal of damage. To represent this, the Walker takes Pirate raiders favour a ratio of one Walker to two Dreadnoughts,
special damage exactly like a Dreadnought. However, when but some prefer to have whole squadrons of Walkers, whilst
the pilot is hit, instead of rolling once on the special damage others mix Walkers and Dreadnoughts in an apparently random
chart, two dice rolls should be made. The opposing player manner.
may then choose which effect he wants to apply, the other Walkers are less effective in hand-to-hand combat than
being ignored. Dreadnoughts as they only have two attacks. These are
The Walker pilot may eject in the same way as a Dreadnought nominally stomps from the machine's large feet, but the Walker
pilot. Assuming he survives, the pilot may fight on foot and can also use the Dreadnought special rules for tread attacks
is considered to be armed with a las-pistol and and trips.
protected by
mesh armour (this costs no extra points). A Walker may also
be used by a personality model, in which case the normal cost Being far more lightly built than the Dreadnought, the War
of the model must be added to that of the Walker itself. Walker is vulnerable to the sort of sustained fire which can
take out power fields. Although its advanced power field
/ configuration gives the Walker an initial high level of
oo protection, once this is blown away the War Walker is no match
for a Dreadnought or even a well equipped squad of infantry.
Fortunately, the multiple power fields which surround it
endow the War Walker with a relatively predictable period
during which the pilot can use its phenomenal weaponry to
good effect. This is where the Walker scores over the more
heavily armoured Dreadnought, utilising high speed to strike
at important enemy targets before retiring behind the cover
of its slowly advancing battle-kin.

Todays thought: Hope is the beginning of


unhappiness

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 INFINITY CIRCUIT


The Infinity Circuit is a sophisticated and arcane device used ultimate sacrifice Having a Soul-Graft is the an Eldar can make
by the Eldar as a successor to the computer. It is ‘programmed’ for their clan, dooming them to an eternal life trapped in 2
by feeding the Eldar memory and personality patterns directly shell of unfeeling cold steel. It takes a very strong willed
into a vacant circuit by a process known as the Soul-Graft. individual to survive the experience without being driven
The subsequent host-machine of the circuit normally carries insane, and it is thus generally reserved for only the mightiest
the donor Eldar's mortal name. Unfortunately, the Soul-Graft Eldar leaders and warriors. Any Eldar who has a Soul-Graft
leaves the Eldar’s mortal body a mindless husk, and is therefore is greatly revered, and is entitled to use the title of
only used on Eldar that are close to death and cannot be saved Lord-Phoenix.
in any other way.

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.

The Infinity Circuit costs 15 BPs. This increases the Spirit-


Vampire Class Spirit-Warrior
Warrior's WS & BS by +1 each, and its by +2 (up to a
I
Build Point Total: 140
maximum of 10 in each case). It allows all shots to count as |A |Sv |HP|E
if the Spirit Warrior had a targeter. Profile WS(BS|S |T [D [I

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).

INFINITY CIRCUIT - SPECIAL DAMAGE


CIRCUITS 3 PERCEPTION
MEMORY CIRCUITS
The Spirit Warrior loses the ability to tell friend from foe. Each
1

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.

warrior is free to join its ancestors at last.

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

forms of sensors. Stelthene is combined with internal energy oe BD


shielding to make it almost impossible for a Ghost-Warrior to Armament: The Executioner carries a standard armament of
be ‘seen’ by anything other than ordinary cye-sight. 1
chain fist (which counts as a chain-sword in hand-to-hand
combat), powerglove and a flamer.
1

The following special rules apply to Ghost-Warriors:


Equipment: The Executioner is coated with Cameleoline.

1. Ghost-Warriors are treated as personality models, and may Points Value:


99 + 18.5 (Armament) + .5 (Equipment) = 118
move, fight and shoot independently. However, they may pts
never be part of a unit, and may not assume command
of friendly units.
Assassin Class Ghost-Warrior
2. Ghost-Warriors are immune to the effects of fear and will
never rout.

3. Stelthene is invisible to most sensors, including infra-


vision, energy-scanners and bio-scanners (but no? tendril
sensors). Therefore, a hidden Ghost-Warrior can only be
MIWSIBS|S
2.
ERR TRIE
|T |W |I
SN
|A|Ld|[In|
Armament: The Assassin carries a standard armament of 2
powergloves and a shuriken catapult.
Cl [WP

spotted by an enemy unit that moves within range of their


initiative characteristic number in inches. In addition Equipment: The Assassin is coated with Cameleoline and
Auto-aim cannot ‘see’ Stelthene, and any weapons carries a Teleport homer.
operated by such a system may not attack a Ghost-Warrior
unless the Ghost-Warrior fired weapon in the last turn.
2a Points Value: 99 + 40 (Armament) + 21 (Equipment) = 160 pts

4. Ghost-Warriors may carry three basic and/or close combat


weapons, one in each arm and one mounted in the head.
They may use all three weapons each turn.

5. Ghost-Warriors are equipped with a sensor package,


which is included in the PV of their profile.

6. Ghost-Warriors have a basic save of 5 or 6 on a D6.

7. Ghost-Warriors are immune to the effects of all forms of


gas, poison or radiation.

8. 0-3 Ghost-Warriors may be included in any force


containing Eldar troops.
Profile Ghost-Warriors have the following profile:

MIWSIBS|S [T |W |1|A|Ld|Int|Cl|WP|PV
6[5[5/5/5/2/6|3]|-]19]9]|8]99

‘Though my body dies, I will remain


Evermore.
My spirit stays on in this flesh of metal
Evermore!

Death Chant recited in preperation for a Soul-Graft

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.

These new rules are intended to make vehicles more effective


on the battlefield. Their survivability has been increased by
the common use of power fields and power field synchronisers
adapted from the Dreadnought rules. In addition, they can
now carry far more equipment and weaponry, putting them
on a new plane of effectiveness. Although I anticipate most
players welcoming these changes, they are by no means
compulsory. Players may opt to use only sections of the new
rules, depending on the scale of battle being fought.

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

moving 10" travels along an arc with a radius of 10"

Now measure to the original position and adjust the vehicle


To
measure this arc use a tape measure. Extend it to the back or forward if required. Don’t worry about measuring
required length and place it at right angles to the vehicle's exactly along the arc as it is easy to get a reasonably accurate
front. measurement, which is good enough for our purposes.

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

VEHICLE SPECIAL RUNNING GEAR - SPECIAL DAMAGE


DAMAGE CHARTS 1LINKAGE SHATTERS
Part of the linkage shatters and the vehicle twists to left or right
before coming to a permanent halt. Roll a D6 to determine the
HIT LOCATION TABLE track affected, 1-3 left: 4-6 right. Use a clock-face chart with 12
o'clock in the direction of travel to determine the direction the
vehicle now faces. Roll a D6 if the right hand track is gone, aD6 + 6
Score (D6) Affected System if the left hand track is gone. If the vehicle is not tracked roll again
=
OCCUPANTS on this chart.
WN RUNNING GEAR 2 WHEEL BLOWS OUT
STEERING AND BRAKES A wheel disintegrates in the blast and the vehicle plunges down
ARMAMENT on its suspension, digging into the ground and grinding to a halt.
NH
EQUIPMENT The vehicle skids forward for D3” and stops. The vehicle ends
MISCELLANEOUS its skid facing in a random direction - this can be established with
a D12 and a clock-face chart. If the vehicle is not wheeled roll
The new Special Damage Charts have been designed to replace again on this chart.
|
the original damage chart on p39 of WH40K. The new charts 3 GRAVITIC MOTOR MALFUNCTION
arc more detailed and make vehicles on the tabletop more The blast fractures the main gravitic vacuum chamber sending the
durable. The main rules change is that vehicles reduced to zero motor into an uncontrollable anti-gravitic reaction. The vehicle
damage points are no longer destroyed automatically. continues at the same speed and in the same direction, but rises
by +10 height every turn until it is lost forever. If the vehicle is
Whenever a vehicle takes damage as a result of a hit, the player not a hover type roll again on this chart.
should roll a D6. If the vehicle received more than 1 point 4 ENGINE DAMAGED
of damage from the hit, the player should add +1 to the dice The engine is badly damaged as a result of the hit. With an
score for each additional point of damage sustained. If the embarrassing cough and distinctive plumes of white smoke, the
resulting score is 6 or more, then the shot has caused special vehicle totters feebly to a crawling pace. Reduce the vehicle's
damage. The player should roll another D6 and refer to the current speed by 4” per turn until it reaches 4''. The vehicle may
Hit Location Table. For example, a vebicle suffersa bit causing not accelerate further, and if it decelerates cannot accelerate again,
3 points of damage (2 of which are added to the DG roll). not even to 4”.
The DGrollis 4 (+2) = 6; therefore the vebicle suffers special 5 DRIVE TRAIN
damage. The vebicle player must now roll on the Hit Location The vehicle's drive train is shattered, sending it out of control next
Table. turn before coming to a sudden halt as part of the broken drive
spears the body. If it was moving at greater than 10" before
If a vehicle is reduced to zero points of damage, subsequent stopping, every occupant must make their basic save or suffer 1

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.

OCCUPANTS - SPECIAL DAMAGE STEERING & BRAKES - SPECIAL DAMAGE


1 STEERING
1 DRIVER DISABLED
The steering system is damaged preventing the vehicle from moving
Driver hit and disabled. A basic saving throw must be rolled or in any direction other than straight ahead. If the vehicle
he is slain. The vehicle goes out of control for the duration of the
subsequently goes out of control, it will accelerate/decelerate
following turn. If the vehicle has an auto-drive re-roll the result. randomly as normal, but will not turn.
2 DRIVER HIT 2 BRAKING
The braking system is damaged as hydroplastic lines shatter and
Driver hit and distracted. The vehicle goes out of control for the
duration of the following turn. If the vehicle has an auto-drive control systems cease functioning. The vehicle's maximum rate
re-roll the result.
of deceleration is reduced to 2" per turn, even if the vehicle
subsequently goes out of control.
3 WEAPON OPERATIVE 3 STEERING JAM
A The steering mechanism jams. The vehicle must now either turn
weapon operative is caught by the blast and must make his basic
saving throw or is killed. The weapon may not fire in its following to the (1-3) right or (4-6) left using its standard turning radius ratio.
turn, even if the gunner survives. If several weapons are present, 4 BRAKES JAM
the main one is affected. If there are several options randomise The brakes seize, reducing maximum speed to half and acceleration
to determine which operative is hit. If the vehicle's armament is
to 2” per turn.
controlled by auto-fire re-roll this result.
5 BRAKE AND STEERING FAILURE
4 SHRAPNEL Brakes and steering mechanisms are destroyed, sending the vehicle
Occupants hit by flying shrapnel. D6 randomly determined out of control for the remainder of the game.
occupants must make their basic save or are slain. 6 SUSPENSION COLLAPSE
With a spectacular crunch the whole suspension mechanism
5 TOXIC FUMES collapses, pitching the nose of the vehicle into the ground and
Vehicle fills with toxic fumes. Any troops not-wearing respirators sending the tail cartwhecling over it. If the vehicle is travelling
or other breathing gear must leave the vehicle in their following at less than 10” when hit, turn it upside down where it stands.
turn. Any troops failing to evacuate the vehicle are slain on the The vehicle is totally destroyed. Occupants failing to make their
D6 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

LEGIONES ASTARTES: IMPERIAL GUARD:


CODEX GREY (BLOOD DRINKERS) CODEX OLIVE-DRAB (‘Lucky SEVEN’)

FIELD COMMANDER CRIMSON FISTS


©

CRIMSON FISTS:
PERSONAL LIVERY
CHAPTER COLOURS (NON-CODEX)

|
BLOOD DRINKERS 2 DARK ANGELS
7
1

MASSACRE OF DELTA 9 THE EGAMMONON REVOLT:


FOURTH QUADRANT REBELLION

7%) - > “2

A\WARHAMMERZZ KEY (CODEX PATTERN VARIANTS)


$0.000
;
1. TEMPERATE: VARIABLE TERRAIN 3. SUB-ARCTIC: MOUNTAINOUS
78 2. SUB-ARCTIC: TUNDRA 4. ARCTIC: ICECAP
>
4
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EN
Cre CODEXCHAPTER BANNERS: “BLOOD DRINKER RHINOS o = Sv
NS
CODEX RHINO BANNERS: >
_ LEGIONES ASTARTES AND
Z
SN
S. IMPERIAL GUARD

IMEPRIAL GUARD 4 IMPERIAL GUARD


3RD RGT 'THE WRECKING CREW' 1ST RGT 'THE BIG ONE’
TASK FORCE REAPER: SKIRMISH ON BRIDGE-GLACIER RIGEL:
TRANQUILLITY CAMPAIGN THE BADAB WAR
(NOTE UNPAINTED REPLACEMENT PANEL)

5 ULTRA MARINES 6 WHITE SCARS


ASSAULT ON IKKYD: LAST TYRANIC WAR '422' PATROL: INCIDENT ON
DEATH-WORLD CANAK

7 IMPERIAL GUARD 8 FLESH EATERS


8TH RGT 'THE SPIDERS": SPEARHEAD FORCE:
RELIEF FORCE - SIEGE OF FORT WRATH THE ALVATINE SUPPRESSION

IMPERIAL GUARD 10 IMPERIAL GUARD


1ST RGT 'THE BIG ONE’ 'FIGHTING 9TH’ RGT
BATTLE OF KRUGER RIDGE: ASSAULT ON TSUNAMI REEF
CROW'S WORLD CAMPAIGN (NOTE BOLTER DAMAGE
TO LEFT FLANK)

5. SUB-TROPICAL: FORESTED 7. DESERT: IRON OXIDE 9. DESERT: DEATH WORLD


6. TROPICAL: VELDT 8. DESERT: SUPHUR OXIDE 10. SALT PLAIN: AMMONIUM-BASED 79
TECHNICAL DRAWING BY H COLOURED BY COLIN DIXON AND SID
VEHICLES

MISCELLANEOUS - SPECIAL DAMAGE EQUIPMENT - SPECIAL DAMAGE


1 ACCELERATOR JAM 1 TARGETER
The vehicle's accelerator mechanism jams fast. The vehicle must 1
randomly determined targeter is destroyed. If the vehicle has
accelerate by its maximum amount per turn. However, if there is no functioning targeter, roll the result on the armament chart.
a crewman available, he may attempt to rectify the problem at the
2 POWER FIELD SYNCHRONISER
beginning of cach turn. Roll a DG, if the score is 5 or 6 the crew
has freed the accelerator and the vehicle may then accelerate and The vehicle's PFS is destroyed. If the vehicle has no PFS roll again
decelerate as normal. Note that a vehicle may travel over its on this chart.
maximum speed, but is then subject to potential control loss.
3 POWER FIELD
2 ROLL The vehicle's PF generator is destroyed. If the vehicle has no PF,
The shot throws the vehicle to one side, turning it over until it roll the result on the miscellaneous chart.
lands on its (1,2,3) side or (4,5,6) back. The vehicle should be CONTROL SYSTEM DAMAGED
moved D6” away from the source of the hit, or in a random 4 CENTRAL
direction if this is not appropriate. Any model in the rolling vehicle's The shot damages the vehicle's control systems. This can have many
path is collided with as normal. Occupants who fail to make their effects, sending random surges of power rushing through the
basic save are slain. Each weapon or item of equipment on the vehicle's circuits, melting delicate components, causing explosions,
vehicle is rendered inoperative on the D6 roll of a 4, 5 or 6. random burn-outs and control loss.
To reflect this random and often cataclysmic level of escalating
3 FUEL
damage, throw each turn. On a 4, 5 or 6 the vehicle takes another
The vehicle's fuel or power supply is ruptured and explodes. The random special damage result. The only way to halt this effect
vehicle immediately bursts into flames and goes out of control. is to abandon the vehicle altogether.
The vehicle will explode at the end of any of its moves on the
D6 score of 6. Any occupants must make their basic saving throw 5 AUTO-SYSTEMS
each turn or be killed. Damage to the auto-system control unit destroys all on-board auto-
4 TURRET systems instantly including auto-drive, auto-aim and auto-fac. If
under auto-drive when hit, the vehicle goes out of control for the
The turret is knocked out, destroying any associated weapon and duration of the following turn (assuming a crewman can take over)
equipment. If the vehicle has no turret, roll again on this chart. or permanently (if no crew are available to take over).
5 DOORS JAM 6 WIPE OUT
All doors on the vehicle (1,2,3) jam shut or (4,5,6) fly open and Overwhelming damage to the central control system results in every
cannot be closed. Jammed doors can be opened if there are troops item listed as part of the vehicle's equipment being rendered
inside. Roll a D6 at the end of each turn, on the score of a 6 the instantly unusable. If the vehicle is under auto-drive when hit,
doors are prised open. If doors fly open, D6 randomly determined see entry 5 above.
occupants will be thrown out of the vehicle and may take damage
if the vehicle is travelling at greater than 10”. If the vehicle is open
topped and therefore has no doors (eg a land speeder), a sudden
jolt throws D6 randomly determined models overboard. Wisdom is the beginning of fear

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.

ARMAMENT - SPECIAL DAMAGE


1 WEAPON DESTROYED
randomly determined weapon is destroyed.
1

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.

Praise the sun that brings the dawn


Of our final doom.

80
VEHICLES

EXTRA EQUIPMENT CONTROL LOSS


The new power field and field synchroniser rules described ~~ A vehicle may either go out of control for one turn or
in the rules for Dreadnoughts on page 56, also apply to permanently. If a vehicle goes out of control permanently
vehicles. it is not possible to regain control - a vital mechanical
Power Fields. Points cost 10 each per 1'" radius. Power Fields component has been affected. A vehicle which has gone
of 1" radius are assumed to cover the entirety of any small permanently put of control will accelerate/decelerate and turn
or medium sized vehicle. A large vehicle requires a 2°" radius randomly as described in WH40K (pp39-40) until it either
field. Power Fields of larger radii may be fitted, costing 10pts lcaves the table or comes to a halt. The vehicle will then remain
for each extra 1" radius. A vehicle may carry several different stationary.
shields, although only one may be active at any time. Power A
A vehicle which goes out of control for one turn automatically
Field may be turned on or
It may not be turned off
at the start of the player's turn.
on or off once the vehicle has been
regains control in the following turn and may move under
the full control of the player. The only exception is if the
rendered immobile as a result of damage. Once a Power Field vehicle goes out of control again - either because it exceeds
is activated a vehicle
may not fire weapons through it, its maximum i
speed and fails the required dice test, collides
jec or receives
wiith a solid object, another out of
*ceives ano nirol result
resu
ofa Power Field around adifference
g
-
out control
The presence vehicle does not affect
its movement, nor does it make any to the result ~~ °" the Special Damage Charts.
of a collision with another vehicle. The field is designed in
such a way that it flows around obstacles in its path, otherwise OPEN TOPPED VEHICLES
the vehicle would be in permanent collision with irregularities
in the terrain.
AND EXPOSED CREW
Note that the rules for firing at exposed individuals remain
Power Field Synchroniser. Points cost 10 points each. These ~~
4s given in WH40K p39. Any exposed crew member
are valuable devices which allow a Power Field to flick off (including crew sticking their heads out of hatches, firing
during the brief moment it takes to fire weapon. a vehicle uncovered weapons, or riding bikes) may be specifically
has a Power Field Synchroniser it may fire
a

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.

“I cry out for troops and


you give me rhetoric - I plead for
ammunition and you give me speeches - I ask you again,
Commander, what can you pledge me?”

“A heroic death, Captain.”

Reported holocom conversation between Commander Gulim


Tarrel and Captain Roima of the besieged Alharmo garrison
shortly before the final Ork assault.
MAN, MYSTICISM
AND MECHANICS
CHAPTER APPROVED Mysticism
Imperium. A
is an important part of everyday life inin the
twentieth century man might recognise the
Land Raider nothing more than a huge battle tank, a mere
engine of war. But the men of the forty-first millennium
are

LAND RAIDER wiser. They know


and its own destiny.
that every Land Raider has its own

Whether a Land Raider is built in the Martian weapon-shops


spirit,

of the Adeptus Mechanicus or in the armouries of the Space much


Marines, its purity and spiritual welfare are given as
attention at every stage of construction as its mechanical
is
aspects. A wildcat (or other locally-obtainable predator)
From the beginning of time, man has believed that the stars sacrificed within its ceramite framework. Armoured panels
control his fate, Through their movements, people have seen are inscribed with runes of protection as they are reverently
future events and intimations of the will of their gods. In the bolted in place. Components are checked and blessed before
assembly. As each Land Raider grinds towards the end of
the
forty-first millennium, billions still watch the sky fearfully, made for the Ceremony
searching for a portent of doom. But in this time, they have production line, preparations are
reason to fear. From the stars come ships, some to trade, many of Commission.
to wage war. Most feared of all are the ships of the Legiones Land Raiders are delivered to the Space Marines, the Imperial
Astartes, gravid with their cargo of death - the Land Raiders Guard, the Inquisition, the Adeptus Arbites, to certain Rogue
of the Space Marines, bursting upon the unsuspecting, roaring Traders and to other, more secret and obscure Imperial bodies
like thunder, burning all before them. Space Marine Land Raiders are handed over to a
Techmarine,
Astrotechnicus to use the proper title. In other cases,
The Space Marines are rightly feared by ordinary folk, for their or Frater
bells of Phobos. it will be accompanied to its new home by an Adeptus
presence signifies death as surely as the plague with
The images of the Space Marines and the Land Raider Battle Mechanicus Technomat - a human machine programmed
the knowledge required to service his charge. For many
‘Tank are forever meshed in the popular imagination. Insome of
cultures. the vehicles are portrayed as Chariots of Destruction technicians, the commission represents the culmination ol
years of training; learning how to of divine the runes
ridden upon the solar winds by the Angels of Death, poised maintenance, and
throughout the galaxy, ready to crush the serpent of Chaos. engineering, memorising the liturgy
studying the routine of service
If Marine Land Raider should be lost, its Techmarine offen
2a

is slain, his
prayers of mourning for its spirit. If Techmarine technica
2a

Land Raider must be reconsecrated by one of his


brethren. In the field, this is often done simply by taking?
dead
ring bearing the vehicle's serial runes from thelater
Techmarine, and the full reconsecration takes place

090), SRE.

a.
A

82
LAND RAIDERS

Brother-Captain Fragman's eyes widened as


the machine crested the rise behind the
advancing Eldar. Once, it had clearly been
a Land Raider, but now it was scarcely
recognisable. Its codex-standard camouflage
had been painted over with a garish array of
stripes, dots and multicoloured lozenges, and
gaily coloured bunting was festooned from
every point. A huge banner bore the foul
and decadent devices of a masque of Eldar
Harlequins, and some of their blurred shapes
could be seen dancing around the machine
as is lumbered forward.

“Heresy!” he howled. “Abomination!


Advance, Three Company, and take that
vehicle! Honour the battle-gear of the dead.
it is written! Avenge this insult!”

The four las-cannon began to fire as a


hundred Star Leopards broke into a charge.

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

THE LAND RAIDER IN BATTLE


RATS,
Pon the insult would be avenged.

The Land Raider is ideally suited to the style of warfare


favoured by Space Marines. Like the Marines themselves, the
vehicle is capable of fighting in almost any environment. The
Land Raider also offers
protection and transport for a squad
of troops, as well as carrying many of their supplies and back- Wherever they may be serving, Land Raiders may sometimes
up equipment. On Death Worlds and in other harsh appear garish in comparison to the camouflage schemes
environments, the Land Raider becomes a vital life-support evolved for use in the limited range of combat environments
unit as well as a fighting machine. offered by twentieth-century Earth. A Land Raider
camouflaged for use in the spectacular cobalt chromate deserts
In battle, the squad normally disembark, leaving the Land of Galen V, for instance, would be highly
Raider and its Techmarine crew to fight independently. Its conspicuous in a
yellow-brown silicone oxide desert beneath Earth’s yellow sun.
adaptability allows it to fight in a variety of roles. Where Many schemes show no attempt at camouflage as such, but
appropriate, a single Land Raider or a small group will be sent consist of solid heraldic colours proclaiming the identity of
forward with troops in order to provide covering fire and
the occupants as surely as the shield of a medieval knight.
support. On other occasions, Land Raiders from several Indeed, there are some Marine chapters whose tradition
companies are brought together into huge armoured actually forbids the use of camouflage on the grounds that
formations, ready to do battle with enemy vehicles “the colours of cowardice’ are wholly inappropriate to a true
or defences.
warrior. This attitude, although by no means rare amongst the
Legiones Astartes, is not officially recognised and is not
embodied within the ancient Codex Imperialis.
Most strange of all are the fully pictorial designs painted onto
LAND RAIDER Land Raiders both by Marines and by the Imperial Guard. These
CAMO SCHEMES take the form of actual paintings of battle scenes or of famous
Marines are warriors of a wholly practical devotional order. events in the history of the unit concerned. Although this is
Whilst their endless liturgies and prayer may a spectacular example of vehicle decoration, machines rarely
appear, to the enter the battle zone wearing such lavish paint schemes.
uninitiated, to be mere superstition, they serve an important
and real function. For example, while preserving the
accumulated experience of millennia, the doctrinal lore of
camouflage schemes is not so dogmatic as to prevent the TECHNICAL DATA
adoption of appropriate or innovative colours and patterns The profile given here is for a standard configuration Land
where appropriate. So, while there are innumerable official
or approved colour schemes, there are also many which have Raider as manufactured by the Adeptus Mechanicus on Mars.
been evolved by individual chapters to meet their particular The technical specifications can be varied somewhat,
requirements in certain situations. especially with regard to weaponry and equipment. The details
given below are compatible with the new special damage
Some Marine chapters adhere rigidly to the traditional patterns. charts given on pages 77 and 80, and take into account the
The chapter of the Red Scorpions not only sticks strictly to
increased weapon and equipment stowage available. A power
the lore of camouflage handed down from their original field and synchroniser have also been added. This upgrades
founding and embodied in the Codex Imperialis, but views the vehicle from the specification given in the WH40K
any deviance from this practice as tantamount to heresy. This
has led to the Red Scorpions actually refusing to rulebook (pp 110-111), and the new specification replaces that
fight alongside given for Land Raiders elsewhere.
other Marine chapters on a number of occasions - one of the
reasons why they were mostly confined to space lane duties
during the Badab War. The Commanders of the Imperial Guard
ire less stringent about such things than Marines, and will
sometimes design their own schemes for a specific campaign.

83
LAND RAIDERS

This machine is discharged


LAND RAIDER into your care.

Fight with this machine,


AIR and guard it from the shame
:

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

Point defense armament consists of two heavy bolt guns; these


FIRE ARCS may be mounted singly or paired, at the front and/or rear of
The Land Raider’s main armament is mounted in two sponsons the upper superstructure. The front mounting covers an arc
to the right and left of the vehicle. Each sponson can cover of 90 degrees to the vehicle's front, the rear mounting covers
an arc of 180 degree to one side of the vehicle. Only a target and arc 90 degrees to the vehicle's rear.
directly in front of the vehicle - and 6” or more away - can The Land rider is also fitted with two special grenade launchers
be hit by both sponsons at once. Because of the mass of the mounted on both sides of the hull. Each Launcher can fire
vehicle in front of the sponsons, any target within 6” of the its group of 3 smoke grenades once during the game, exactly
vehicle's front cannot be hit by the main armament. like a normal grenade launcher.

ER
ue

KELIRLR YYrvYxy

EELTIER

ER
EERE

FAR
A

r
ALRAA
LAX

L3
|

90° fire arc for


hull-mounted
Fire arc for side-
weapons.
mounted weapons.
DEAD ZONE => Note the 6” dead
zone to front and
rear. Models on
the solid line can
be targeted by
both sets of side-
mounted weapons.

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!

Commander Carab Culln, Red Scorpions

84
PREDATORS

PREDATOR IMPERIAL ASSAULT TANK FOR WARHAMMER 40,000


by Rick Priestley
The Predator is a mobile weapons platform built around the solid frame of the Rhino
armoured personnel carrier. It is a standard Rhino variant, and is constructed in large
numbers by the Adeptus Mechanicus for use by the Space Marines and Imperial Guard.
The Predator will usually carry a crew of four (driver and
Consider the Predator. Let your soul be armoured three gunners) but, like the Rhino and Land Raider, its auto-
with Faith, driven on the tracks of Obedience which systems enable it to function without a crew if necessary.
overcome all obstacles, and armed
great guns of Zeal, Duty and Purity.
with the three The crew are wired into their machine and are unable to
leave the Predator during the battle - it takes too long to
unstrap them from their tight harnesses and unplug them
from the snaking pipes and cables that engulf them. Some
The Predator is a variant of the Rhino APC and, like the crewmen, as a punishment for insubordination, are hard-
Rhino, it is built according to plans encoded in Imperium’s wired into their vehicles and are only released after an
Standard Template Construct system. It is said that the best exceptional show of valour.
Predators are built on the Adeptus Mechanicus forgeworlds,
but throughout Imperial space these assault tanks are put Due to the internal space taken up by crewmen, weaponry
together from local materials, all bearing the common and ammunition, the Predator has only a limited amount
stamp of STC design. of space remaining for passengers. There is not enough
room to carry squads of Marines or Guardsmen inside a
The primary features of the Predator are its three main Predator, but up to five passengers may be carried if
weapon systems: a turret-mounted auto-cannon and two necessary.
las-cannon in side sponsons. With its smoke launchers and
turret bolt gun, this gives the Predator a formidable array
of weaponry, ideal for its battlefield role as an assault tank.
PREDATOR PROFILE
The Predator is widely used to hunt down and eliminate
enemy vehicles and Dreadnoughts. The turret mounting Max Speed Acc/Dec TRR CP T D Sv
of its auto-cannon allows the Predator to keep a target in
its sights while moving swiftly forward, spearheading an 16 = 1 5 8 40 36
assault or breaking through an enemy flank.

MD,
Pee
NAGAR ‘8
\
PREDATORS

Jarrik edged the Predator between the buildings.


® EQUIPMENT
Turning the turret swiftly to the left, the Ork Predators are fitted with the following as standard:
Dreadnought rolled into his gunsights. Jarrik’s
finger moved
the auto-cannon. confidently
over the controls, arming 1” power field and power field synchroniser
Auto-aim, auto-drive and auto-fac
He squeezed the trigger and grinned as the Ejector seats
Dreadnought consumed itself in a plume of black 4 targeters for auto-cannon, both las-cannon,
smoke. “Four doun, six to go." and cupola-mounted bolter
Communicator
Sensor package (bio-scanner, energy scanner,
rad-counter)
® ARMAMENT Medi-pack

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.

Space Marine Army List


Vehicle Points Custodian

2
Predator 600 Techmarine

3 TF Imperial Guard Army List

ETfe q[] ~
RIGHT LAS-CANNON
90° FIRE ARC

In addition to its main weaponry, the Predator has two one-


shot smoke launchers, each designed to fire three smoke
Vehicle
Predator
Points
600
Custodian
Adeptus Mechanicus

or blind grenades within 2 90° arc to the front of the turret.


If the auto-cannon is being fired in the same turn as a smoke
launcher, turn the turret to face the auto-cannon’s target
- this indicates the position of the 90° arc for the smoke
launcher.
Each smoke launcher may be fired independently, but all
three grenades in a launcher are fired together at the same
target. The grenade type in each launcher must be specified
before the battle. Once fired, a smoke launcher cannot be
used again.
A single bolt
gun is fastened to the cupola on top of the
turret, and has its own 360° fire arc. The cupola may swivel
independently of the main turret, and so it is not affected
by which way the auto-cannon is pointing.

Weapon Range Range


tolt § D Sy C H § F Awa

Auto-Cannon 020 20-72


Sil 8 D6 -3
a )1§
lasConron ~~
Smoke Launcher
020 2072
020 20-60 SWE 2x Za
1%”
Bolter
01 RAW
+ 4A :

Note that the auto-cannon and las-cannon suffer no


penalties for being heavy weapons and slow firing when
they are mounted on the Predator.
The rules for bikes are basically the same as the rules for other
vehicles. However, while we've super-detailed these rules (see
WD103), some of the special damage results are obviously
SKIDS AND COLLISIONS
Except where otherwise stated, skidding vehicles cause and
inapproprate for bikes (turret hits and door jams, for example). sustain normal damage for collisions. In the case of a skidding
These new results tables therefore replace the vehicle special bike, this may be superfluous of course. See WH40K p40, but
damage charts for bikes. Other rules remain the same. Players remember vehicles never suffer damage from creatures if the
should note that any hit against a bike may hit a rider, and vehicle's toughness is 2 or more greater than the creature's
all hits are therefore randomised between
crew (1,2,3) and bike toughness.
(4,5,6). Hits onto the crew of a side-car combination are
randomised between rider and passenger. Because of this, the
damage tables do not include a separate category for riders
or passengers.
SPECIAL BIKE CONTROL LOSS
Any bike hit by a frag
crack or grenade, missile, or heavy bolt
Whenever the bike takes damage resulting from a hit, the player gun, automatically goes out of control for turn. This 1

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.
i smi able aig Si
eniitniciniate
itt

Tine

tl
stn” vo -
.

io EE peg §
Te 3 3

a \ N\
!
LC NN Sil
§
Lal y

ol,
o

J: 2 f :
\

Imperial record WD 01/004

Cross file to: . Imperial Asmouries 1A/12


Office of the Inquisition OI
Planetary ref Earth A3 Sol System
Thought for the day
Input sef ©
Inquisiton Investigation Team
The Cosmos cries out for saivation 32/968 ES327
Input dated 9985987.M2.

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

on the nominated target/s in the side's following shooting phase.


a nominated target is no longer visible, the weapon cannot fire
Long 10 Hit Strength |
Damage |
Save
Ara | T

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

PV = 20 + weapons, equipment and crewman.


Land
THE MOLE MORTAR Standard
Max speed

24
|
Acc/dec

8
|TRR

1
| Cp| T
7 of ead fond
| oyLn
D {Sv

fe pe
[Bq

J
| W

The mole mortar employs an inverted mortar launcher and special 1 Lo 4


LY

Fast att 24 6 1 ord


Ra EN

ammunition to launch a subterranean shell or ‘tunnel-torpedo’ which


burrows its way underneath the battlefield. The mole mortar was
rn 20 4 1 2 BL BS]
8 1 J I 4

actually developed to attack tunelling vehicles, but was so successful


it is now used as a short range assault weapon in its own right.
Weapons and equipment variants are:
It has a
restricted
range of between 6” and 48". It has a normal
fire-arc of 90°. The firer must first secretly nominate
a target point
within the range and fire-arc of the weapon. During following turns
Standard Equipment: Communicator, Auto-drive, Auto-aim
and targeter for main armament.
Armament: Multi-melta (main), Melta-gun.
the firer may adjust the weapon to establislt a fresh target point,
but the weapon may only be adjusted enough each turn to move Equipment: 3 auto-aim units.
Fast attack
the target point by 4". The weapon may not be adjusted and fired
Armament: 4 independently firing bolt-guns.
in the same turn.
Support Equipment: Communicator: Auto-drive: 2 targeters.
When used against normal targets the firer should position his area
Auto-systems.
marker and roll for deviation as usual. Then roll a D6.
Armament: 2 las-cannon.

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

Rapier Gun-carrier with


multi-laser

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
: > :

has its own profile like any small


opponent is aware which weapon is Attabeied
.

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

555006 To substitute the multi-laser for


crew and carrier, roll a D6: 1-4 the carrier ;
is hit;
5-6 a crew member is hit.
[a6 cannon Foe
PoE
costs +50 points
NEL roaun.

Rapiers have a crew of 2. With both ==


crewmen the Rapier may move and fire
during the same turn, even though the
weapon carried is a slow loading weapon
and cannot normally do so. If a crewman
iskilled, the weapon may not move and fire
in the same
turn.

Rapiers are equipped with an auto-drive


which allows the carrier to move forward
on its own, thus making it possible to move
and fire during the same turn (with full
crew). Rapiers also have a targeter to
improve the accuracy of the weapon
carried. The crew are still required to
operate and fire the weapon as well as to
direct the carriage itself. The Rapier
illustrated is fitted with a multi-laser: a
popular and effective support weapon
easily recognised by its quadrupal laser
chamber.

21
HARDWARE

Any force of Imperial troops (including retinues of Rogue


THUDD GUN Traders) may include Thudd Guns as shown below.

There have been few major inventions or disruptive social


changes over the ten thousand years of the Imperium'’s history. 0-5 Imperial Thudd Guns
In an empire of a million worlds, style and fashion are only
incidental forces amidst the endless variety of human culture
and civilisation. And the arms and armour of the Imperium Imperial Thudd Gun: standard model
changes very little. Short Long
| to Hit |
| Shooting Str
| Dam

Thudd Guns are recorded fighting inside the Imperial Palace


during the Horus Heresy, defending strategic corridors against
range range
0-12° |12-36'
| Short
| Long
-1 6 1

elements of the Treacher Legions attempting to storm the


Emperor's inner sanctum. Three thousand years later, the First
Tyrannic wars saw Thudd Guns used to defend Imperial
Save Type Area
| Tech
mod [C|H|S |F
settlements against the ravages of the Tyrannids. In the current
millennium Thudd guns have helped support attacks on Badab, -2 4" 1” 5

during the Fourth Quadrant Rebellion, and in a thousand other /


battles and minor conflicts. The weapon's simplicity and
effectiveness have ensured its long and distinguished lifespan.
V Points Value: 50

The Adeptus Mechanicus call these weapons Quad-launchers,


referring to their quadrupel barrels. However, the troops 1 The Thudd Gun is a heavy weapon with an associated
always call the machines Thudd Guns, because of the move penalty of 4”. However, because the Thudd Gun
distinctive thud. .thud..thud..thud noise made when a salvo has its own tractor unit, it is moved like a vehicle. It may
of its high explosive ammunition is fired. The shells are fed move on the tabletop up to 3" per turn. It is treated as
into each barrel from four separate magazines, giving a very a tracked-vehicle for purposes of terrain restrictions and
high fire rate and area of effect. Not only is the ammunition movement penalties.
feed automatic, but the Thudd Gun is also self-mobile thanks 2 The single crewman must remain within 2" of the gun
to a small robotic tractor unit. A single crewman aims and fires at all times. If, for whatever reason, the crewman is killed,
the gun, and directs its movement. As Thudd Guns are and there is no figure within 2" to take over, the weapon
uncomplicated weapons, they may be controlled by any figure repeats whatever it did in the previous turn. If it was
if the original crewman is killed. moving it maintains the same direction and speed; if it
was firing last turn, it keeps firing at the same spot. This
“We shall carry our word, continues until a model is moved to within 2" to take over
the unmanned Thudd Gun. If a crewman is engaged in
We will correct and unify,
hand-to-hand combat, the same rule applies. The gun will
continue to do what it did last turn until an unoccupied
model is available to control it.
Hail the Emperor!”
3 A Thudd Gun may be pivoted on the spot during a turn,
but this counts as movement and prevents the weapon
moving any further.
4 A Thudd Gun may not move and fire in the same turn.
Its crewman may move whilst operating the weapon, so
long as he remains within 2”. The crewman may not do
anything else.
5 The Thudd Gun uses the unique multiple burst template,
as shown in the diagram. To make your template, copy
the individual burst markers onto a piece of card, cut them
out and fasten them together as shown. The template is
used as follows:
1. Nominate the target point as you would with any
weapon. Determine deviation as normal. With the target
point established, place the first marker with its centre
on the target point and the ‘F’ for firer pointing directly
towards the Thudd Gun.
2. Roll a D12 and move the second marker so that the
arrow lines up to the corresponding number on the first
~~
marker.
3. Roll D12 and move the third marker so that the arrow
2a

lines up to the corresponding number on the second


marker.
4. Roll 2 D12 and move the fourth marker so that the arrow
lines up to the corresponding number on the third marker.

5. Any model partly or wholly within any of the burst


markers is considered to be a target. Make ‘to hit’ and
‘damage’ rolls as normal,

6 The Thudd Gun can only be damaged by a weapon with


a strength of at least 6. If hit by such a weapon, the player
should roll a D6 for every point of damage normally
caused by the weapon (roll a die if this is variable). If any
die roll turns up a 6 then the Thudd Gun is out of action
for the rest of the battle.
HARDWARE

THUDD GUN MULTIPLE BURST TEMPLATE


TEMPLATES 3 AND 4 AS 2

Assembling the Multiple Burst Template TOP VIEW


Copy the designs onto card and cut out the
individual templates. Use paper fasteners to
attach the templates together as shown. Note
that the paper fastener should be pushed
through the centre of the template and
through the tab of the template to be joined.

LAND SPEEDER ARMY


VARIANT Thought for the day:
The Land Speeder is the most commonly used vehicle in
Imperial forces. Variants of this light, two-man hover vehicle Cease purpose and dic.
are used by the army, by the marines and by all branches of
the Adeptus Terra in some capacity or other. Many versions
are unarmed, or specially equipped for their required role.
Others are designed to fulfil battlefield roles. The configuration
described here is the standard army model, which differs from
the Marine variant in armament type. The 360° dorsal
mounting is fitted with a heavy plasma gun. Underneath in
the nose section, a special
mounting is provided for a heavy
bolt-gun. This combination of weapons is a particular
favourite of the army, combining long range fire-power with
versatility.

Fieldcrews can be distinguished from ordinary army troopers


by their almost white, pale grey uniforms. Helmets are also
white amongst ordinary crew, varying in the case of specialised
and senior pilots. Both crew members are pilots, as indicated
by the pilot badges on both uniforms.

Any force of the Imperial army may include army variants of


the Land Speeder as shown below.

0-5 Imperial Speeders


Imperial Speeder: standard model
Short | Long | Shooting
range [range | Short
to Hit |
| Long
Str
| Dam

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.

SCENIC SENSE BOMBARDMENT


Scenery is an important element of any skirmish wargame,
Any player may purchase up to D3 bombardments at a cost
especially a game like WH40K where cover and survivability
are closely linked. When setting up a game of WH40K, I'm
of 25 points per bombardment. The maximum number of
bombardments available is determined before the game.
always careful to set the cover out to form alternative Obviously, players may agree to use a fixed number instead,
approaches to a target. When playing, I'm equally careful to
exploit cover to ‘hedge-hop’ towards my enemy, trying to avoid or none at all if they prefer. bombardment is presumed to
A

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

Robots use the same profile for their characteristics as


Dreadnought suits. This is as follows: ROBOT PROFILES
A Robot is constructed in a similar fashion to a Dreadnought.
[miws|es!s| Tip] 1] a]svnupl E] The number of Build Points used determines its general size
and fighting ability. Each characteristic on the profile costs
Key Build Points, and the cost of an ability has to be balanced
D Damage Points The Robot equivalent of Wounds. against the overall allowance for a particular Robot. In
addition, certain technologies are beyond the capacity of some
Sv Save The Robot's Armour Saving Throw. races to master: Orks are not capable of building Robots to
Unlike other characteristics, Save is the same standards as the Imperium, hence the lower
given as a range of numbers, such as maximum Toughness (8) of their Robots.
3-6, representing the Robot's Saving BPs are not expended on weapons and equipment for a Robot,
Throw requirement on a D6 roll. nor on its program. They are, however, used to provide the
HP Hard Points The number of weapon mounts which weapon mounts and equipment storage bays that these systems
have been fitted to the Robot. will eventually occupy.

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.

0:01 4 1612.6 SEES


IO 115272 1304 157162117 18: 319 520
i200 300
Characteristic
Movement Mm
see Robot Movement below
Weapon Skill WSHIND: i 20800. 7 EROS 611195524

Ballistic Skill BS MEQ EY

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

Characteristic nil| 6 |5-6|4-6


Save Sv

Maximum Toughness of an Ork Robot.


|-
4 8
| 12
—p——

IMPERIAL ROBOTS

Robot Movement indicates that there is no need to fit a powerplant of


The Move of a Robot depends upon the size of its power plant this size in a Robot with this number of Build-Points. No
compared to the total of its Build Points, excluding those spent improvement in performance can be made.
on the power plant. The power plant is assumed to be capable
of moving its own weight around. Cross-reference the total Eldar technology is highly advanced in its integration of power
BPs of the Robot with the Build Points spent on its power plants and pseudomuscles. Determine the Move of an Eldar
plant to find its movement allowance.
Walker Robot in the usual fashion, and then increase this
number by one. Thus a 180 Build Point design with a 5 BP
No more than 75% of a Robot's total BPs can be spent on Power Plant has M 3 if of Imperial make, and M 4 if built by
a power plant. the Eldar.

POWER PLANT BUILD POINTS

Total BPs 3 it 5 6 7 8 9 10 SMGEiEn


130040980018 0 17 185.1805720
10-20 6 6 6 6 7 7 7 7 7 8 - -

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

Build Points and Robot Size ROBOT EQUIPMENT all the


Robots which have fewer than 40 BPs in total count as small Equipment spaces arc needed as stowage for non-
of the Robot everything,
- in fact, that makes
targets for all shooting. weapons systems
the machine into a Robot rather than a collection of mechanical
Ork technology is unable to produce components small components.
enough to allow a Robot of fewer than 50 Build Points. Ork
Robots may therefore never benefit from a Small target Some of the systems needed by a Robot are built into its frame.
modifier. Others must be purchased separately and fitted into prepared
stowage bays. The table below summarises the Equipment
Robots with 75 or fewer Build Points are approximately man- Values.
spaces occupied by various systems and their Points
sized, and can be equipped with disguise systems that allow
them to pass as biological. Points
System Equipment
Robots with 100-180 Build Points are around the same size Points used Value
as a Dreadnought suit. In hand-to-hand combat such Robots
have sufficient bulk and/or height to put extra force into their Standard Systems 5
-
blows. Attacks from Dreadnought-sized Robots have a modifier Communicator
which is applied to their opponent's Armour Saving Throw. Sensor Package
The chart below lists these modifiers: Suspensors
Demolition Charge
Strength of Opponent’s Saving Optional Systems
Throw Modifier Cortex
1 5
Robot 10
Power Field 2
a4 1 1 10
-2
Robot Power Field
5
-3 Synchroniser
6 Organic Camouflage
1
25
7 -4 1 2 (plus
Bombot Rack
8 -5 grenade)
9 -6
10 -7

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.

Tech-Adept Saul Lhamson of the Desert Lions with his

nr
Legio Cybernetica
maniple, just prior to Operation Carthage.

Lliamson wrote the manoeuvre routines that proved so successful on


Isstvan A

100
IMPERIAL ROBOTS

Optional Systems ROBOT PROGRAMS


The Cortex the most important system carried, the artificial
is In many situations a Robot may be less effective than a living
brain/computer of the Robot which holds its program. The creature, even though its reflexes are just as fast, its aim is
logical size and complexity of the Robots program has no Just as true, and it is often stronger, tougher and barder to
effect on the physical size of the Robot's cortex. An El cortex ‘Rill’ than a person. It is, however, limited by its program,
can hold a program of any required size. A cortex need not which is literal-minded to an inbuman degree. Whatever the
be fitted in a Robot (see Slave and Master Systems, below), situation, a Robatfollows its program, even when this is not
but its presence increases the Robot's tactical utility. the ‘correct’ thing to do. Where a human can easily cope with
Power Fields and Robot Power Field Synchronisers are an unexpected development, a Robot may not have the
usually fitted as a pair of systems. A Power Field has a radius flexibility to manage on a rapidly changing battlefield.
of 1”, but can be enlarged by 1” for each extra 10 points. There This is what the Robot Program rules presented in this section
is no need to increase the Equipment space required. demonstrate. The limitations imposed by a Robot’s
The Synchroniser allows the Robot to fire its weapons while programming are also one of the reasons for its relatively
its Power Field is on. However, on a turn when the Robot fired low Points Value.
there is a small chance that a shot directed against it will Finally, the word is ‘program’ and not ‘programme’; the
penetrate its Field. For each shot roll a D6. If the result is a latter is a Frenchified affectation. End of Designer's Notes.
5 or 6 the enemy shot has bypassed the Power Field while
A Robot's actions are controlled by its
it was down for the Robots fire. The Field is not destroyed program. Without a
by such enemy fire, simply ignored. program a Robot is a heap of junk, not a fighting machine.
It’s profile only determines how well it can carry out those
When the Robot is in hand-to-hand combat its Power Field actions. The program defines how it behaves on the battlefield;
is dropped automatically, then switched back on when the the Robot's ‘intelligence’, if you wish. The bigger the program,
Robot leaves combat. While in hand-to-hand combat the the more chance that the Robot will carry out the best possible
Robot's Power Field is ignored. combination of actions in a single turn.
Organic Camouflage systems give a Robot a clone-skin of
human flesh, allowing it pass for human. Such a system is
particualrly useful for assassination or battlefield ‘stay behind’
Bombots, which can appear human until the moment comes
to detonate... Organic Camouflage can only be fitted to Robots PROGRAM
with 75 or fewer Build Points, and a human model should
be used to represent the model on the tabletop.
INSTRUCTIONS
Each Robot has its own program which consists of number
a
Bombot racks provide cushioning and protection for of instructions which the Robot follows in order during each
explosives in an internal stowage bay. Bombot racks are, for Robot Phase. The order in which a program's instructions are
example, unaffected by ‘Weapon damaged/destroyed’ special followed is shown in a type of flowchart or circuit diagram.
damage results. One grenade's worth of explosive (or We've included a set of sample programs that can be used with
whatever) can be carried in each bay. A Robot with mulitple a variety of Robots.
Bombot racks should be treated as the equivalent of a ‘x N
Support Missile’ (see WH40K p98). Different grenade types During each Robot Phase each Robot is activated in turn. You
can be carried by a single Robot, although their areas of effect should follow the instructions in each Robot’s program as
are overlapped rather than being cumulative. The points cost literally as possible and not be tempted to treat the Robot as
of each grenade carried must be paid in full in addition to the just another model. While a Robot is active it can move and
PV of the Bombot rack. fight only in accordance with its program, even if this means
that it acts in a ‘stupid’ fashion.
Each of the instructions in a Robot program is a simple
POINTS VALUES statement. Each instruction can do one of three things:

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

Move and move; or


Move and fight (or fight and move).

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

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

> & > bP


OWNAT >
TARGET
FIGHT!

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

CHARGE TOWARD mew


RANGE? ORECTVE TARGET ENEMY? |» ©
:

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

PROGRAM 3: A Word of Explanation


DEFENSIVE PROGRAM WITH TARGET CHOICE The limited space available on the diagrams and counters
15INSTRUCTIONS means that some word of explanation is required.

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 ;

SRR] [Seid [Ser [OR

Move Towards... all move commands include


/
En ET
any turns
L

(€

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

The cortex: structured globs of bioplastic, products of lost technology.


CRECTVE
hd AA v v ts v Some members of the Adeptus Mechanicus, operating in liason with
on Admisistratym officials, spend their entire service careers working through
>

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

FROM can be placed at any point in a Robot’s program, even


to the left of and above the relevant GOTO, thus creating loops
and/or jumping across parts of the program.
Some of the sample programs show the effects of link
instructions. These can be used as guides when creating other
programs.
Optional Rule: No Robot may have more than three links
(GOTOs and COME FROMs) in its porgram.
IMPERIAL ROBOTS

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

3 4 » TOWARD » TOWARD » (> WPNAT » START »


|» TOWARD » [> TOWARD »
TARGET, JARGET COVER TARGET TARGET OBJECTIVE TARGET

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

> >i» >i» >|» bi»


> >i» >» >
(MAKE

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

ENEMY? RANGE? ENEMY? ENEMY? RANGE? RANGE?


OF
wv YES wv YES wv YES wv YES Vv YES wv YES WV YES
w YES
UP),

v v v v v v 4 v
TARGETIN wo TARGETN
no TARGET wo COVER IN no TARGET TARGET OBJECTIVE
THIS
no
OBJECTIVE PIECE

> » |» >|» > 0 no


WEAPON SHORT
|» |
IN » N >

RANGE? RANGE? COVER


MOVE
DISTANCE? COVER?
» |» IN»

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

OBJECTIVE no N ww IN wo ROBOT no ROBOT


no TARGET IN
wo OBJECTIVE no ROBOT

> »
|
SIDES
REACHED?
|» MELEE
COMBAT?
» P MELEE
COMBAT?
» DAMAGED
»
| >
CRIPPLED
» |» BLAST » |» INBLAST » |» DAMAGED

50%? [NO MOVE) RADIUS? RADIUS? 75% BACK

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

TARGET TARGET ROBOT ROBOT TO

>
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

Vv YES vw YES WV YES wv YES wv YES Vv YES wv YES wv YES


SIDES

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

Ww YES Ww YES WV YES w YES WV YES


v v v
104
IMPERIAL ROBOTS

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.

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105
IMPERIAL ROBOTS

GENERAL ORDERS PROGRAMS AND


AND OBJECTIVES SPECIAL DAMAGE
A Robot
program includes all the actions that it can perform. Some special damage results can cause programs to
Overall, the sum of these actions are the Robot's general orders malfunction. When this happens a note should be made of
for a battle. For example, a defensive program has a different the decisions which have been affected or, if you are using
set of instructions in it to Bombot program. As a result the
2a
the program counters, the relevant decision counter should
Robots given these programs behave in very different fashions, be flipped over.
even if they are physically identical.
Rather than being a ‘yes/no’ action, a malfunctioning decision
Some programs need an objective. This is usually a location becomes random. Roll a D6 whenever the decision is made.
that the Robot is programmed to reach or defend. Some Robot A 1, 2
or 3 is treated as a ‘no’, while a 4, 5 or 6 is a ‘yes’
programs include an ‘Objective Reached?’ decision. For
example, once a defence Robot has destroyed an intruding
model its may be necessary for it to return to a particular guard
post. Bombots obviously explode when they reach their BUILDING YOUR
objective. ‘Objective Reached?’ decisions require an objective
to be noted, and vice versa.
OWN PROGRAMS
As well as the sample Robot programs given below we've
The objective location given to a Robot should be noted down included a set of instruction counters. Each of these is printed
before play begins. Optionally, and with the agreement of both with one of the tasks and decisions used in Robot programs.
players, Robots may be given other models as objectives. A
Robot with a model objective will tend to chase its target across These instruction counters can be used to create new programs
the battlefield. For example, a Bombot could be given Enemy for Robots. They can be laid out in a variety of patterns, each
Command Bunker as a location or Enemy Missile Launcher creating a different program for a Robot to follow. We've also
as a model objective. Both would be legal objectives. included a few blank counters as ‘spaces’ so that the program
It may also be convenient to give other types of general can be laid out clearly. You can also use the blanks to invent
new tasks and decisions for your own Robots.
purpose Robots location objectives. For example, you may not
wish a Robot to advance to far into enemy territory but to only You may find it useful to copy one of the sample programs
reach and hold a certain hill, building or whatever. By using into counter form and then replace some of its tasks and
an ‘Objective Reached?’ decision, a Robot’s advance can be decisions. This is a good way of learning the limitations of
checked and its behaviour changed. a Robot's programming. For example, replacing a Target an
Enemy decision with Target a Mutant produces the definitive
SLAVE AND MASTER mutant-hunter robot. Once the basic principles are understood
quite complex programs can be constructed, almost giving
SYSTEMS the Robot the flexibility of a living being. The points cost of
A Robot need not have a cortex and a program to operate. It this may, however, be prohibitive...
can act as the slave of a master Robot, receiving orders by
communicator. Only the master Robot is fitted with a cortex
and program; the slaves are merely bodies fitted with standard
communicators. Special damage that would normally affect
the cortex or program of a slave Robot is re-rolled.
Each slave Robot follows the instructions in the Master's
program in turn. Effectively each slave has its own program
and cortex as the actions of one slave have no effect on any
others. Both the master and the slave Robots must be on the
tabletop and within 48” of each other.
Each time a slave Robot is activated during a Robot Phase roll
a D6. On a result of 6 or more its communicator signals are
jammed or ignored, and the slave Robot cannot perform any
actions. It is simply frozen in place. On any other result the
Robot follows the program held by its master in the usual
fashion.
If the master Robots program or cortex is damaged all its slaves
are affected equally. Communicator damage to a slave Robot
means that it can no longer receive or transmit data. It
immediately grinds to a halt. Damage to a master’s
communicator brings a// its slave Robots to a halt. Damage
to the master's other systems has no effects on its slaves.
Any number of slaves can be controlled by a single master
Robot, although the usual ratio is one master to three slaves.
When a larger ratio is used damage to a master’s program can
halt too many Robots at a single stroke.
The benefits of using master-slave systems can be great - the
overall points value of four Robots is reduced by the cost of
three (identical) programs. This cost reduction must, of course,
be balanced against the risks of communications breakdown.
a

Ork Raider ‘Snitch’ Plastifang makes the first intelligent decision of his Life.

106
IMPERIAL ROBOTS

ROBOTS IN GAMES

The rules given in this article completely replace the Robots


sections of Warhammer 40,000 (p42 and p116).
TARGETS
In Warhammer 40,000 ‘target’ usually refers to the person
on the receiving end of a bolt gun or similar. However, target
has an additional meaning when applied to Robots.
A Robot has the
same profile as a Dreadnought suit and is
constructed in a similar fashion. Like a Dreadnought, it can Each Robot can have one target. This is the model that it is
be armed with same weapons as ordinary troops, or be currently tracking or is ‘in its gunsights’, and the one which
equipped for special operations. A Bombot, for example is will be on the receiving end of any attacks. This target model
a Robot equipped with a large explosive
charge that is need not be an enemy, a fact which can make Robots extremely
detonated when it reaches a specified target. dangerous allies as well as enemies!
However, unlike a Dreadnought, a Robot does not have a pilot. The concept of a Robot’s target applies to the decisions in
Instead its actions are controlled by a program. This is created its program (see Robot Programs, below). There are decisions
using a number of decisions and tasks, which tell the Robot such as Target in Weapon Range? (Yes/No) and Target in
how and when it is to move, fire its guns, charge the enemy Charge Range in many Robot programs. These decisions can
or even detonate its self-destruct systems. The program is have important effects on the Robot’s behaviour.
followed as literally as possible - if the Robot's program does
It is therefore important to keep track of a Robot's
not allow it to fire on a certain turn it cannot do so, even if target at
half the enemy force is advancing towards it! Conversely, all times. The model that the Robot currently regards as its
however, a Robot is incapable of fear because its program does target (friend or foe) should be marked with a counter. Unlike
not allow it. Programs are discussed in the Robot Programs objectives, targets can change during the battle, often each
section. time the robot is active.
Robot programs may cause Robots to move and fight in an When the target is killed or hidden from the Robot’s view the
odd order (eg shooting first and then moving). During the target marker should be removed from the tabletop, an
excitement of a game it may also be difficult to keep track of indication that the Robot does not currently have a target.
exactly what a Robot is supposed to be doing. As a result, all
Robots move and shoot during their side's Robot Phase, rather
than having their actions spread throughout the whole turn. ROBOT SHOOTING
Robots have a 180° arc of fire to the front. This is also the
area covered by the Robot’s sensor system.

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

Damage and Collisions HAND-TO-HAND COMBAT


The damage caused in a collision depends upon the relative Robots with Weapon Skill have a set of inherent programs built
motions of the objects involved. into their artificial nervous systems. These programs allow
If the colliding objects were moving in opposite directions the Robot to defend itself in hand-to-hand combat even if the
Robot’s program doesn’t have elements which specifically
(ie both were hit in the front facing arc) add their Moves
relate to melee combat. A Robot without the proper
together to form a damage total. programming (Charge at Target! or Stand and Fight tasks)
If the colliding objects were moving in different directions may not initiate hand-to-hand combat, but may make return
(or only one was moving) the Move of the moving object attacks.
becomes the damage total. A Robot without Weapons Skill is unable to defend itself if
If the colliding objects were moving in the same direction attacked in hand-to-hand combat. It simply ignores a hand-
(ie a shunt) the difference in Moves is the damage total. to-hand opponent or, if the opponent is also the Robots target,
Add 2D6 to this damage total if the moving object is a large attempts to shoot him. It is not capable of making hand-to-
hand attacks.
object (Robots with more than 100 Build Points count as large
objects). Add the Strength of the moving object to the damage The first attack made by a Robot is always a stomp. Subsequent
total. attacks are treated as claws unless the Robot is equipped with
For each object involved in some form of close combat weaponry. It may only make one
the collision subtract the object's attack with each weapon, extra attacks are again stomps.
Toughness from the damage total. The result is the number
of points of damage caused to the object by the collision. A Robot with the relevant programming (Charge at Target!

Example - Robot (M6, §7, T5) is in a head-on collision during


a or Stand and Fight tasks) executes hand-to-hand combat
the Robot Phase with an Ork Dreadnought (M 6, $6, T7). Their during the Robot Phase. It does not fight again in its own side's
combined moves are 6+ 6=12. Add 2D6 (result 7) giving 19 band-to-band phase. However, it may attack again during its
opponent's Hand-to-band phase.
and the Robot’s § of
6 for a grand total 25. The
Dreadnought
takes 25- T7 = 18 points of damage, while the Robot takes If a Robot's opponent breaks off during the Robot Phase the
25-T5 = 20 points of damage! Head-on rams can be deadly! model is not moved away until the end of the Hand-to-band
phase. The ‘natural’ sequence of play is thus restored. Any
Though primarily used as an assault weapon, the siege hammer continues
program instruction which calls for the Robot to move away
from hand-to-hand combat is the equivalent of breaking off.
to prove useful in close combat situations where troops gain the benefit of
A Robot may break off and move in any direction, as indicated
heavy weaponry without being cacumbered.
by its programmed instructions. Its opponent is entitled to
a free blow as it moves away.

108
IMPERIAL ROBOTS

22-23 Demo Charge/Bombot Armed


SPECIAL DAMAGE The arming circuits for the Robot's self-destruct system,
demo charge or Bombot systems have been armed. At the
AND ROBOTS
When a Robot is hit, the usual procedure for all attacks is followed.
start of each subsequent Robot Phase roll 2 D6. On a roll
of 6 the Robot explodes with the appropriate effects,
However, the Robot may also take spec: tal damage from short-circuits, depending on the systems that it has fitted.
electrical fires and general systems degradation (as opposed to 24-25 Demo Charge/Bombot Circuits Hit
structural or armour damage, which is reflected in lost Damage The arming system of the Robot has taken a direct hit, and
points). the Robot explodes on the spot with the appropriate blast
Whenever a Robot takes damage as a result of a hit roll a D6. Add radius any demolition, self-destruct or Bombot systems
+1 to the die roll per point of damage that was caused. If the result yi
carried.
was 7 or above the attack has caused special damage to the Robot. 26-27 Enforced Shut-down
When this happens roll a D100 and consult the Special Damage Table The Robot’s cut-outs operate and the machine grinds to an
below. Robots are highly integrated machines and, unlike immediate halt. The Robot falls over, and may be used as
Dreadnoughts, there is no need to determine a special damage hard cover if it has over 100 BPs.
location. Once the result of the special damage has been determined 28-29 Explosion!
make a note of its presence and effect on the Robot.
The Robot's cooling system fails completely and the heat
‘Killing’ Robots build-up reaches a critical point. At the start of each
When a Robot is reduced to zero damage it is not automatically subsequent Robot Phase roll a D6. On a result of 6 the
Robot’s power plant explodes. This destroys the Robot and
destroyed. The only way to destroy or incapacitate a Robot is as a has an effect radius of 2”, Anything within that area takes
result of special damage. However, once a Robot has been reduced
.

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

SPECIAL DAMAGE TABLE


When a Robot suffers special damage roll a D100 and consult the 30-31
Robot survives after receiving this result.
Falls Over
following table. Results which apply to systems that the Robot does The Robot's balance systems have been destroyed, and the
not possess should be re-rolled. Robot stumbles and falls over as a result. Roll D6 and 2

consult the following table:


D100 SPECIAL DAMAGE CAUSED
01-02 Ammunition Feed/Power Blockage D6 Result
The ammunition or power feed to one randomly 1
Front
determined weapon is blocked. The weapon fires once more The Robot falls on its front, and suffers Sensors
and then becomes useless.
Fogged special damage as well.
03-04 Ammunition Feed/Power Jam 2-3 Back
The ammunition or power feed to one randomly The Robot has fallen backwards. Any back mount
determined n is jammed. Whenever the weapon is and its weapon is destroyed.
used in future roll a D6. On a result of 6 it explodes, causing
D4 special damage hits. 4-6 Side (1-3 left; 4-6 right)
The arm and weapon (if any) on one side of the
05-06 Balance Systems Damaged Robot are destroyed.
The Robot's stabiliser gyros have been tumbled. Each time
the Robot moves roll a D6. On a result of 6 it suffers the
effects of a Falls Over special damage result. The Robot may still use any weapons it has, but is unable
to stand up. Each time its program indicates that the Robot
07-08 Central Ammunition/Power Feed Hit should move, its legs wave in the air as the Robot attempts
The Robot's central ammunition system has been hit and to carry out its instructions,
destroyed. It explodes causing D4 special damage results
32-33 Fire!
ine In addition the Robot’s weapons will no longer
-

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

Use a random D12 clockface to determine the direction of


this move; the Robot turns in the determined direction,
The Robot's cortex has been damaged and has sprunga leak. moves straight ahead and then executes its normal program.
Bio-plastic fluid is leaking into the Robot’s main casing. At This extra random move does not count towards the task
the start of each turn roll a PG. If the result is 6 or more limitations of the Robot.
the Robot grinds to a halt, ‘killed’ by cortex fluid loss. Add
1
to the die roll each turn. 36-37 Gyrosystem Damaged
16-17 Cortex Ruptured
The Robot’s gyro stabilisers have been thrown out of
alignment, the Robot may no longer turn properly. Roll
The Robot’s cortex is destroyed and the machine a D6. On a result of 1-3 the Robot may no longer turn to
immediately freezes as all its systems lock in place. The Robot the left; on a result of 4-6 the Robot may no longer turn
is ‘dead’, but it should be left on the table as an obstacle to the right. The fact that the damage has occurred is not
if it has more than 100 Build Points. communicated to the Robot's program. If the Robot should
18-19 Crippled! turn in the disallowed direction it simply moves straight
The Robot's legs and motive systems are almost totally ahead, convinced that it has actually made the turn!
blown away. Reduce Movement by D4 + 1. The Robot may 38-39 Heat Sinks Damadged
only move in a straight line, but is convinced that turns
required by its program have been successfully executed. The Robot overheats whenever carrying out any action. At
the start of each subsequent Robot Phase roll a D6. This
20-21 Critical Program Malfunction is the number of program elements the Robot may execute
All the decisions in the Robot's program malfunction and during its current turn. Once the instructions on that
become random rather than ‘Yes/No’. In future roll a D6; number of elements have been followed the Robot stops
a roll of 1-3 is a ‘No’; a 4-6 result is a 'Yes'. moving, its internal systems in danger of melting.

109
IMPERIAL ROBOTS

40-41 Hydraulics Leak 71-72 Sensors fogged


The Robot’s internal micro-fluid ‘musculature’ springs The Robot’s sensors are covered in bio-fluids, oil or dirt,
numerous small leaks. Reduce the Robot's Strength by D6. or have been knocked out of alignment. As a result the Robot
42-44 Hyperactive! cannot ‘see’ targets more than 4D6’" away. Its targeting
The Robot's cortex has been jarred and is damaged. At the marker may never be placed further away from the Robot
end of each subsequent Robot Phase roll a D6. On a result than this random distance. If the Robot's target moves
of 5 or 6 the Robot is activated again and carries out the beyond the range of the Robot’s sensors the Robot assumes
that the target has been destroyed.
instructions in its program once more,
45-46 IFF Memory Malfunction 73-74 Sensor Interpreters Destroyed
The segment of the Robots cortex with its ‘Identification: The Robot can no longer distinguish between ordinary
Friend or Foe' routine has been wiped. The Robot no longer battlefield obstacles and targets. It can no longer see over
discriminates between its targets and treats them all as cover, for example. Only its motion-sensing system remains
enemies. operative, but if a target does not move for one turn the
Robot will assume that the target has vanished (ie its target
47-48 Leg Damage (Severe) marker should be removed).
The Robot’s legs have suffered severe damage to all their
75-76 Sensors Scrambled
joints (M-2). The Robot may only move in a straight line, The Robots sensors are temporarily blinded. They come
but is convinced that turns required by its program have
been successfully executed. back on-line immediately, but the Robot’s target marker
should be placed on the largest model within 2D6”. This
Leg Damage (Slight) may even be the Robot itself, as the sensors have created
One of the Robot's legs (1-3 left; 4-6 right) suffers damage a ‘ghost image’ as the enemy. The Robot is unaware that
to its artificial tendons, producing a pronounced limp (M-1). its target has been changed, and carries out its program
In addition, whenever the Robot moves it makes a 45° turn normally. This may even mean that it attacks itself!
in the direction of its damaged leg, and then executes its 77-78 Serious Fire!
move. This may reduce the Robot's Movement further if The Robot’s fire-fighting system is crippled, and a major
more turns are required to bring its facing back to the proper
direction. fire breaks out. Roll a D6 at the start of each subsequent
Robot Phase:
51-52 Major Short-circuit
The Robot's electronic circuits have been badly fused. At D6 Result
the start of each subsequent Robot Phase roll a D6. On a
result of 4, 5 or 6 the Robot takes further special damage
1
The Robot blows up. See Explosion.
rolled on this table. 2-4 Fire spreads - the Robot suffers another special
53-54 Memory Management Fault
damage result.
The Robot treats all ‘enemy’ models as friends and vice versa
5 The fire burns on, but no damage is caused
for target purposes. 6 The fire lacks further fuel, and is treated as a Fire!
from now on.
55-56 Power Field Generator Blown
The Robot’s Power Field has been destroyed. If the Robot
does not have one re-roll this result. 79-80 Short Circuit
The Robots electrical systems have fused. At the start of
57-58 Power Field Synchroniser Destroyed each sul uent Robot Phase roll a D6. On a result of 6
The Robot's Power Field Synchroniser is fused and the Robot further special damage rolled on this table.
takes

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

addition its BS is reduced by D6.

10
IMPERIAL ROBOTS

ROBOTS OF IMPERIAL ROBOTS


THE IMPERIUM The five most common Imperial battle Robots are described
The Legio Cybernetica has produced many Robot designs below, with lists of common weapon variants.
over the centuries. Some were failures, such as the disastrous
Castigator (a Robot so heavily armoured that it was slower
Crusader
The Crusader is a light, agile, lightly-armoured Robot, designed
than the troops it was designed to protect and support; its to move in quickly and deliver a telling blow. It is generally
survival capability was not enhanced by its meagre weapons used in anti-personnel mode, and is very popular with the
fit of a single bolt gun).
Inquisition and other groups, having proved itself to be very
Others proved more successful, and the Legio has kept the effective in mutant-hunter/killer operations. The Crusader is
five Robots described below in its inventory for most of the not generally used where heavy resistance or strong
Imperium’s long and bloody history. At times a single model concentrations of enemy armour are expected.
has fallen out of favour with the Imperial Army, the
Inquisition and the Marines, but all had (and still have) an
important part to play in Imperial forces.

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

Build Points total: 118


Weapons: power sword
Equipment: cortex.
s TD] 8 8
1
6 | Alsv]HP|
2

x 2, las-cannon.
PFA ER
E

Points Cost: Build points 118/2 = 59 + Equipment 5 +


different Robots in a single maniple, variations in the weapons Weapons 104 = 168 + program
carried are common.
Weapon variants:
A typical Conqueror Maniple would include four machines. 1. substitute heavy bolter for las-cannon: -75
points.
Two are fitted with the standard mix of weapons, one has 2. substitute melta-gun for las-cannon: -83 points (including
a flamer in place of its power glove and the final Conqueror loss of HP).
1

has a las-cannon upgrade.


Points Values Colossus
The Colossus is primarily a siege
Two standard Conquerors (BCg) 278
One with flamer replacement (BCf) Robot; the standard configuration
126
One with las-cannon upgrade (LCg) combines a siege hammer for
214
Four programs* 144
attacking fortifications with lighter
weapons for use against defending
Adeptus Mechanicus Technician 18
troops. It is widely used by the
Total 780 Imperial Guard as a cheaper
* alternative to the siege Dreadnought,
This assumes that sample program 1
(see above) is installed and a few Colossus class Robots are
in each of the Conquerors. maintained by the Ordo Reductor of
the Adeptus Mechanicus, mainly for
Adeptus Mechanicus Technician testing new and experimental siege
weaponry. The siege hammer is

MIWSIBS|S
hel)
fr
3) le FEY
pie
| T W|I |A |Ldint|Cl
1 YR US 8)

Equipment: Knife, Laspistol with targeter, Mesh Armour


rl
(Save 5 or 6: Move penalty applied to profile), Communicator,
8)
|WPPV
[B52
1
equivalent in all ways to a pounder
(Warhammer Siege, pl110), but
can be used in hand-to-hand combat,
hence the Robot’'s WS score;
successful hits are at $8 and cause
Respirator, Eye visor, Haywire and Frag grenades. D3 wounds.

Robot Programs Cost


None of the Robots has a program included in its points cost.
You should choose one of the sample programs given in this
article for each Robot. Alternatively, you can use the program
counters provided to construct new programs for each Robot.
M|WSBS|
4 4 8
Build Points total: 138
S| T|D|
051510:5].17]._

Weapons: siege hammer, bolt gun, melta-gun.


I
4 | A]|Sv| HP|
1
|26] 4
E
4

Equipment: cortex, Power Field, Power Field Synchroniser.


Each instruction in a program has a Points Value of 3. Each Points Cost: Build points 138/2 = 69 + Equipment 25 +
instruction in a Link must be counted, for a total value of Weapons 19 = 113 + program.
6 per link. START instructions are free.
Weapon variants:
Crusader 1.
1
substitute las-cannon for melta-gun: +84 points (including
additional HP).
2. substitute heavy bolter for melta-gun: +7 points (including
1
additional HP).
3. substitute second siege hammer for bolt gun: +10 points
(including additional HP).
1

4. substitute flamer for siege hammer: -9 points (including


loss of HP).
1

5. substitute power glove for bolter: +13 points.


6. substitute power glove for siege hammer: +4 points
(including loss of HP). 1

7. substitute auto-cannon for bolter: +34 points (including


1
additional HP).
8. substitute auto-cannon for siege hammer: +25 points.

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.

It is the accepted practise among the forces of the Imperium


to give each Robot a three-part code after the class name, to
indicate its weapon configuration.
(MWS
4
|BS|
| 8] S| TDI A
|S HP E]
6loJw[is|e6[2[36]4]34
Build Points total: 139
|| The first element of the code refers to the back-mounted
armament, the second element to the right arm and the third
element to the left arm. Code letters are as follows:
Weapons: power glove x 2, heavy bolter. Las-cannon wc

Equipment: cortex, Power Field, Power Field Synchroniser. Heavy bolter


Melta-gun
Points cost: Build points 139/2 = 70 + Equipment 25 + Flamer I-38

Weapons 45 = 140 + program. Siege hammer


Power glove
Weapon variants: Auto-cannon
1. substitute las-cannon for heavy bolter: +75 points.
2. substitute melta-gun for heavy bolter: -9 points (including Bolt gun ®oore

loss of 1 HP). Power sword


3. substitute bolter for power glove: -13 points. No weapon
4. substitute siege hammer for power glove: -4 points Upper-case letters are used for heavy weapons, and lower case
(including 1 additional HP®). for normal and close combat weapons.
5. substitute auto-cannon for power glove: +36 points
(including 1 additional HP®). Thus, a Colossus class robot like the one shown, equipped
6. substitute flamer for power glove: -13 points. with a back-mounted melta-gun, a bolter on the right arm and
a siege hammer in place of the left, is referred to as a Colossus

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.

Putting these ideas together, Nick replaced


another marine's hand with one of the spare
pistols, and added a grenade launcher to the top
of the Bolter. Finally, another facial alteration
appeared in the form of a skull mask. This was
created by removing the nose, filing the faceplate
and adding part of a skull from the plastic
skeletons set.

Nick's marines were given a group identity by


adding skull faces to their shoulder pads. These
were created in the same fashion as the faceplate.
A three dimensional Chapter insignia adds to the
effect considerably. A useful tip from this ace
sculptor: removal of the shoulder pins allows
flexibility in the positioning of the arms.

All Nick's figures were given a black undercoat


with second coat of black for the base body
colour. This was dry brushed dark red with the
weapons painted dark grey and dry brushed with
a lighter shade. For a particularly enigmatic and
original feel, Nick retouched the edges of armour
with orange crayon and the weapons with grey
crayon. The unit's insignia was painted in
gouache which was black lined for the finishing
touch.

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 |

to varying degrees with white in graduated and


|

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 |

diamonds) is in fact a clan symbol from Japanese


|

history.

If you're inventing new Chapters, simple but


effective markings like these can really make your
figures something special. As an example of what
can be done, we've included the painting guide
for the Ultramarine Chapter of Space Marines
from Warhammer 40,000. |

Now it’s up to you. If you think you have


discovered an exciting and dramatic conversion
or painting style for your space marines, get in
touch and tell us why. There must be an almost
inexhaustible range of possibilities out there...
Somewhere...

John Blanche and Sean Masterson


116
IMPERIAL CUARD 8TH RECT THE SPIDERS’

a Codex Incept Pattern, used


Iceworld incident.

IMPERIAL CUARD 7TH REGT ‘LUCKY SEVENS’


Codex Incept Pattern.
dified by 8 Company in the Gletcher

LEGIONES ASTARTES ium


- RED SCORPIONS
Codex approved cobalt/a desert camouflage. as used in the
Galen V suppression.

LECIONES ASTARTES - DARK ANGELS


Temperate, variable terrain, as used in the defence of Straton, last Tyranic War,

LECIONES ASTARTES - BLOOD ANCELS


Desert camouflage as used in the assault on Bantax.

LECIONES ASTARTES - RAPTOR LECION


Temperate camouflage, winter variant, as used in the Egammonon Revolt,
Fourth Quadrant Rebellion.
RANGE OF RHINOS
This month we’re going to concentrate on the latest phase in |

Citadel’s development of plastic gaming models and


miniatures. As you have seen elsewhere in this issue, we have
dealt with the RhAino’s place in Imperial History, examined its
battlefield capabilities, and inspected a variety of liveries.
And the AFV’s famed versatility has inspired a number of
staffers to experiment with their own Rhino variations. The
results are extremely interesting. John Blanche puts them into
neutral and gives them a look over.

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
|

Brown camouflage scheme by Codex approved


Darren Matthews. The camouflage scheme”
damage to the front of the
. (sce camouflage guide
~
vehicle was made with a on p64-65). Note the
scalpel and liquid graffiti and flags
] polystyrene cement. adorning the machines.

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

The kit is very easy to construct and a


number of variations are made possible by kits an be utilised as can Citadel's own depressions with blobs of school glue which
virtue of the component design. It's also Arcane Armorial decal set. turns transparent when dry.
very versatile in terms of conversion The Codex grey Rhino represents the Two very interesting Rhinos built and
possibilities, particularly when using parts normal colour of the Marine Rhino. painted by Games Workshop staffers Tim
from other commercially produced kits. Pollard and Tony Cottrell, involved deep
This article is just a taster in that respect.
Darren's version was painted with Skull
Grey and Black mix, the whole model was delves into their plastic kit bits boxes. They
Let's see what you can do with a few bits added such things as chains, ariels, tools,
then given a wash of Chestnut ink, which
of plastic and some imagination. shows through the lighter grey drybrushing packs, radar dishes and a variety of tools.
These examples were made when the first as rust. Further rust was then applied around The results are most effective, and the paint
mouldings arrived at the Studio, but I can rivets with Chestnut ink. The exhaust, guns jobs remarkably similar. A base colourof
well imagine the scores of support weapons, and grenade launchers were painted with black was dry brushed with grey metallic
mine sweepers, bridge layers... as well as Chaos Black and subtley drybrushed with and other details were then added. Kit decals
a myriad of colours in the months to come. Mithril Silver. Darren then carefully painted provide the final touch.
the insignia and banners with a fine detail
For those of you not familiar with kit Of course there are no limits to converting
brush.
your Rhino. You only have to look through
©

building and painting, don’t be put off if it


appears to be intimidating in any way. The The camouflaged versions were then books on military vehicles or at Kits at your |

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.

THE MODELS 2. Mix a blob of Milliput and push it into the


The models shown here have been designed to bottom of the dispenser to hold the ‘dial’ firmly
in place. This dial makes a reasonably convincing
represent examples, or typical types, of vehicle
described in WH40K.. The components shouldn't motor exhaust and so is left in situ...
be too difficult to track down. Suitable
In this Eavy Metal Rick looks at something a little alternatives could be used, perhaps to better 3. Drill or cut a hole in the centre of one flat side.
different. Gone are the homely chunks of metal, effect! :

This hole will take the base and so needs to be


the sparkling paint and the elegant brushes. In
about 8-10mm across.
their stead he has a great big pile ofplastic, tubes
of glue and a boule of Vim. What madness is GENERAL MODELLING
brewing?
As well as ordinary polystyrene cement, you will
Most of us have made at least one plastic kit at need super-glue and an epoxy glue such as
Araldite as most ‘soft’ plastics cannot be glued
some time or other. Perhaps it was a tank, ship,
with ordinary polystyrene cement. I also rely
plane or something even more perverse (eg a
car... you need treatment, sicko). Over the years, quite heavily upon Milliput to fill in joins and
reinforce delicate parts. On the whole, it is not
many will have abandoned their hobby in favour
of other, more mature passtimes of which ‘rock worth trying to cut components so that they fit
and roll’ is but one of three. Fortunately, kit exactly - so long as parts are held reasonably
modelling is something you never forget! So, firmly any gaps can be made good with Milliput
assuming you possess at least some dormant or concealed by detail.
skills, and being naturally enterprising creatures,
you will naturally wish to reawaken these talents
at the soonest opportunity.

Nope! This isn't a ‘how to’ article about plastic


kits. This is an article intended to show how
\4
ordinary plastic kits + assorted bits of junk + THE GRAV-ATTACK VEHICLE
a bit of effort (specifically yours) can be This is a very simple and effective model. The
miraculously transformed into vehicles which basic shape comes from an empty solid deoderant
can be used with futuristic tabletop games like dispenser which just goes to show what a clean-
Warhammer 40,000 Rogue Trader. The models living and hygenic lot we are at GW. The base
shown here are robust and functional rather than is made froma ‘pusher’ part inside the dispenser.
pieces of plastic art. That is not to say you The rest of the model is just ‘bits’ from a large
couldn't put in a bit of extra effort to turn a model collection of ‘things that any right-minded person
into a feature for a diorama or display. Most would throw away’.
collections, however, are practical, and designed
to be used. Models must therefore be able to Parts required
withstand constant transport, handling and the
~

A Flat ‘hip-flask’ type deoderant dispenser


occasional accident.
One or more plastic spoons
A 2" or %" screw or length of metal rod
A weapon from your spares box
® Rear detail of the unpainted model,
-

WH40K VEHICLES Tanks and decorative bits from your spares


The WH40K section on vehicles divides them box
into types such as ‘bikes’, ‘hover’, ‘wheeled’,
‘tracks’ etc. Each type is further divided into three
sizes; small, medium and large. All vehicles are
defined in terms of a set of statistics. Typical
statistics are provided for each type/size of
vehicle as is a random generation table. Each
vehicle type is then illustrated by a specific
example - for instance, the tracked vehicle is the
Land Raider shortly to become available as a
plastic kit from Citadel.

When this section of WH40K was written, it


was intended that the author’s own collection of
vehicles would be used to provide the examples.
In the end, the idea was dropped as many of the REE
@
Front detail with the basic colour.
:

models were either old and no longer available,


or else rather readily identifiable as ‘Star Wars’

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
\

VEHICLE PROFILE the holes either side with Milliput.


o

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

2 others are modified vehicles supplied or by any suitable semi-sphere of simi


e Adeptus Mechanicus. The Gray-attack dimensions (see photo).
py can be mounted with any Imperial heavy
‘weapon or a combination of lighter armaments. 8. Once dry, paint with the Vim mixture
inf

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

can move almost as fast beneath the surface.


10.
Ensure the turret fits into place and turns
20 6 | 1
|14(7(22|56/4
|4 and rockis loosened by sonic waves befos
passing under the forward grinders directly und}

properly. You can, of course, simply glue the


Las-cannon + Auto-aim the Ground-hog’s nose. From here the rubblei
turret permanently in place if you wish. @

Missile-launcher +Auto-aim pulped by the huge main grinder, p: and


(shells frag/crack) behind via the side-shovels. The massive
11. The Grav-attack Vehicle's
main armament Auto-drive of heat generated by this process is expelled yi
came straight out of my box of redundant plastic
bits. A suitable alternative would beto use the
Communicator the
tail-unit
at the rear. All unde:
have heavily armoured shells and a
plastic missile-launcher from the Space Marine exceptionally sturdy. This particular example
box set from Citadel. In fact, at this stage you armed with two forward firing bolt-guns.
can use whatever you like in the way of main
armament. Mount the weapon onto the turret LAND AIR
using polystyrene cement or blobs of Milliput.
THE GROUND-HOG
Max

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 |

13. Before painting the model, texture the surface


a commercial model kit- a Tomy Slitherzoid. modelling. Like most of my gaming models, (hs
using a mixture of white paint and Vim. Mix the
one was completed at the eleventh hour to figh
in a game the following day! Crawlers burst from!
paint and Vim until the paint is grainy and course. the ground, of course, and you could always mak:
Paint this onto the model and leave to dry. You Parts required a duplicate version of the front half just asi:
now have a model that no longer looks ‘plastic’ A Slitherzoid kit surfaces. That would be really impressive!
_

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

This article tells you how to paint your Imperial


Guard models quickly and effectively, ready for
Warhammer 40,000 battles. Most of the models on
these pages have been painted using fast techniques
that give a good overall appearance to a squad.
Once you've bought a couple of boxes of Imperial Guard,
you'll want to begin fighting battles with them as soon as
possible. That means you'll want to get painted models on
the tabletop without spending hours on all those fiddly
little details that win Golden Demon Awards. For models
that are part of an army, there's nothing wrong with simple
techniques that give a good battlefield appearance, but >

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

Section and a Support Squad of F Company of the 9th


Necromunda. The units I have chosen are members of the
Death Blades, a gang recruited in its entirety from the
Necromunda Hive World. Me
uflage pattern uniform and kill-banner on lasgun

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

Imperial Guard Beastmen: officer and member of Attack Squad McVey.

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:

The Death Blades’ arm patch is also clearly visible here.


All the Death Blade members wear this patch; not displaying
the insignia would be a dishonour to the gang and the
member would have to flee - if he wasn't shot first. Again, These facial tattoos are probably best painted with Citadel
a white undercoat is painted on the arm in a small circular
Colour rather than ink, as ink tends to run too much. Larger
shape. When dry, Citadel Red is added and allowed to dry. blocks of colour are more effective than the sort of tattoo
The scroll shape is then painted on as described above.
you would find in real life - a spider's web might look good
on a real person, but imagine trying to paint such a tattoo
9 - Heavy Weapons Trooper: The Guardsmen's helmets on ten or more models! Painting half the face red and half
are painted with Gun Metal. A very fine drybrushed edge white, or adding a black band across the upper lip are
to the peak makes the front of the helmet stand out against alternative types of facial decoration suitable for models.
the Guardsman’s shades and is a subtle but useful touch.
Also note the kill stripes on the barrel of the troopers las- 14 - Helmet and Face Detail: Helmet markings and facial
cannon. tattoos are described above (see 13 and 16).
10 - Helmet, Chest and Kill Markings: To make these 15 - Belt Buckle: This has been painted white for
markings stand out, they are best lined with black. This maximum visibility, with the wing and head shapes painted
can be a bit tricky because of the curve of the helmet and in black on top of a white triangle, as described for the
wobbles may tend to creep in. Don't worry, though: just shoulder flash (see 22).
straighten the line out by thickening it, and then thinning
it back down to the correct thickness with the original
helmet colour.

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
|

THE CODEX IMPERIALIS


CODEX The basis for the organisation of the Legiones Astartes was
decided many thousands of years ago during the First Crusade,
and takes the form of a mighty tome entitled the Codex
IMPERIALIS Imperialis. The Codex deals with all aspects of Chapter and
battlefield organisation. Some Chapters adhere rigidly to the
‘My will be done’ instructions laid down in the Codex, almost as an article of
faith, while many have diverged from the Codex due to local
Codex Imperialis page 1.
circumstances, tactical needs and continually evolving
tradition.
The Legiones Astartes, commonly known as Space Marines
or colloquially as Angels of Death, are the elite fighting forces ‘So it was in the beginning; so ever it shall be’
of the Imperium. Marines are physically, mentally and
spiritually superior to ordinary soldiers, a condition ensured Credo of the Iron Hands
by rigorous selection and training. These devout warriors exist
to serve the Emperor of Humanity, and do so with religious The Blood Angels and the Iron Hands (both Chapters of the
zeal and cold efficiency. First Founding) rigorously adhere to the ordinances of the
Codex. These Chapters firmly believe that the Codex embodies
the divine wisdom of the Emperor and as such is a sacred text.
RECRUITMENT AND TRAINING Many Chapters follow it rigidly, not only as a fundamental act
of devotion, but to help to ensure victory by carrying the power
Recruits are taken mainly from feral or hive worlds, but of the Emperor within the very fabric of their organisation.
occasionally civilised worlds produce suitable individuals.
Above all, an aggressive fighting spirit is sought by the Legiones Variation from the Codex
Astartes. To be accepted, individuals must show an almost A good example of organisational variation is provided by the
inhuman capacity to fight, even though the chances of ‘Raven Wing’ of the Dark Angels Chapter. This entire company
surviving the battle may be negligible. is equipped with M14 Bullock jet cycles as appropriate to their
Only young males are chosen for Marine training, during high speed reconnaissance role. Further examples of
which time their minds and bodies are strengthened by bio- divergeance from the strictures of the Codex can be seen in
chem and psycho-surgery. Consequently, the most important the many specialised scout units in Chapters throughout the
resource of any Chapter is the ancient Gene-Seed required for Imperium. Future issues will present details of Marine
the implants which transform an ordinary human being into organisations which vary from the Codex, together with the
a Space Marine. corresponding information boxes which, when used with the
main army list, will allow you to field a force representative
Marine development is also conducted on a spiritual level. of the Chapter(s) in question.
Throughout their arduous life as recruits, Marines are subject
to constant indoctrination, imbuing them with an
unquenchable respect for the Emperor, and a lifelong
obedience to discipline.

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
-

calls for. Special Equipment Charts


Instead of Standard Equipment, a personality may have
alternative equipment, determined by rolling on the Special
USING THE LIST Equipment Charts. Equipment randomly gained from the
charts in this way must be taken (but may be discarded or given
to other personality models if unwanted). The points are paid
Personality Models
The senior officer chosen from Lt Commander, Captain and per roll. The appropriate charts, number of rolls and points
Lieutenant is designated as the Detachment Commander. He cost per roll are indicated for each personality type. The charts
has ultimate authority on the battlefield. In the list, the appear at the end of the list.
characteristic profiles of these personality models are not High ranking personalities may modify their rolls as follows:
necessarily indicative of rank. It is possible to have a very Librarians and Chaplains may add 5 to each roll.
experienced Lieutenant (Major Hero) and a relatively less Lieutenants may add 10 to each roll.
experienced Captain (Champion) in the same force (length Captains may add 15 to each roll.
of service and rate of attrition account for this). This represents
both individual differences and the unique requirements of Detachment Commander, Master of the Apothecarion and
different ranks. the Chief Librarian may add 20 to each roll.
They may either choose the equipment determined by the
Special consideration needs to be given to the use of original roll, or by the roll plus the permitted modifier. Note
Techmarines (see below) and Librarians. Both these
personality types have a random element to their generation that, if used, the modifier must be applied in full.
(maximum number in the case of Techmarines; psychic ability For example, a Captain takes a roll on the Heavy Weapons
in the case of Librarians). Consequently, if you wish to include chart. A roll of 57 gives a Multi-laser, but alternatively he may
these types in your force, you should make any decisions and add 15 to get a result of 72 - a Heavy plasma gun. He may not,
die rolls first. You will then be in a position to know how many however, take the Multi-melta which lies between these
points you have left from your agreed total for picking the two options.
rest of the detachment.
Additional Equipment
Basic Equipment Regardless of whether a personality chooses Standard or
This is mandatory equipment considered essential to the Special equipment, the Additional Equipment listing gives
personality’s function. The points value of all these items is details of other hardware that the personality may have by
included in the Points per model cost. paying the points indicated.

iii
‘9

or
ERS 3
£4] Za
{AY

130
SPACE MARINES ARMY LIST

A Techmarine ‘knows the way’ of all vehicles; their mysteries


TECHMARINES have been revealed to him and all his comrades look upon
The list includes details of the specialist troopers known as his deeds with admiration and wonder, Wisdom has been
kchmarines. These are battle-brothers (and therefore front: handed down for centuries and is contained both in oral and
line fighting troops), but trained by the Adeptus Mechanicus tradition and countless written works.
for their tactical role as field
engineers. Techmarines are
essential for any action involving vehicles, support weapon: And when at last be came upon the vebicle, be perceived
or engineering work. Unlike normal Marine troopers the distress of the engine therein and forthwith struck
fechmarines are trained to be able to operate individually. the rune and it was good. Thereupon the engine ignited
and was filled with strength...’
The Making of a Techmarine
Marines with experience in the handling and maintenance ol from ‘Lord of the Engines’ 16th Tome, verse 2001
vehicles or special equipment, often in battle conditions, and
those who show exceptional aptitude with technology, will
An important aspect of much of the liturgy is that a physical
be considered for special instruction to become Techmarines action should be accompanied by an arcane utterance, as the
(Frater Astrotechnicus). In an age when technology is revered
and regarded with almost supernatural awe, such aptitudes following extract illustrates:
are highly valued. Marines which display such ability to
commune with machines are selected for thirty years ‘When uttering the incantation, mark well that the rod
instruction by the Adeptus Mechanicus. During this time they is upon and not within the intake. The second
learn how to divine the Runes of Engineering and study the incantation should not be uttered until all the fumes
Liturgy of Maintenance. This great body of lore must be bave come forth, then the way shall be clear for the
committed to memory and understood by the novice sacred words to penetrate unto the heart of the engine.
Techmarine, including the arcane Mechcantrips which give If the mounting be hot say the third rune, if it be cold
mystical power over the intricate workings of machinery. They the fourth rune is more appropriate. For then the wrath
are taught by their masters how to ‘feel’ the pain of their of the engine will be aroused...’
machine and heal it, according to the wisdom of the ancients
From ‘The Book of Five Runes’

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

‘With the blood of an enemy shall the marks be made


upon the missile. Then bless the missile and present vehicle. On a score of 6 the damage is repaired and the machine
unto the mounting. Say the prayer offiring and curse will function again next turn. On a score of 1, the vehicle is
the target. Do this rapidly lest the wrath of the weapon damaged beyond redemption and the Techmarine will spend
be wasted. Point the eye of the weapon so that it may the remainder of the turn reciting the last rites for it. On a
see the object of its wrath. When the weapon bas uttered score of 2-5, roll again next turn, because the Techmarine is
its curse and eaten the soul of its victim, then shall you engaged in deep ‘communion’ with the machine and
take up the next missile...’ restoration of function may yet be possible.

‘Firing Rite’ (old recension)


SQUADS
After thirty years of training is completed, the Techmarine is The Codex Imperialis dictates the armament of each of the
‘ordained’ with great and sombre ceremony and he returns three types of squad, and this is reflected in the Basic and
10 his Chapter. Within the Chapter, Techmarines may be Standard equipment. All basic and standard equipment is
deployed in varying strength to accompany any detachment included in the Points per squad value.
which includes vehicles or specialised equipment.
In addition, the Codex permits various Optional Upgrades.
Techmarines in the Army List These upgrades are unusual in that they must be applied to
The number of Techmarines available to a player is decided every squad of that type present in a player's army - you cannot
single out a specific squad and simply upgrade that one alone.
randomly by rolling 6D6. This is the maximum number
allowed - a player may have fewer Techmarines in the As a
consequence, the total cost for any upgrade depends (in
detachment if he so wishes, but the force may never have more part) on the number of squads of that particular type. The
vehicles, Dreadnoughts, or other machines than Techmarines costs for these upgrades are per squad, and this must be
(see below). multiplied by the number of squads of that type to find the
full cost to the player.
Techmarines are essential if vehicles and support weapons are
to be included. Normally, the Detachment Commander would For example, Tactical Squads are normally armed with a
not contemplate sundering Techmarines from machinery, and Flamer, but the list allows you to substitute this for a Shuriken
will therefore ensure that each Techmarine is taken together catapult. The additional cost for the Shuriken catapult is 8
with an associated piece of hardware. Consequently, it is not points. This is the cost for a single squad, so if a player has
necessary to include all available Techmarines in a force, but choosen 3 Tactical Squads, the total cost is 8 x 3 = 24 points.
there must be at least one for each vehicle (excluding bikes), Players have the option of splitting any 10-man squad into two
support weapon, Dreadnought and maniple of robots (see 5-man squads. This should be done after the armament of the
Additional Equipment and Weaponry for further details). full (10-man) squad has been determined.

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.

POWERED ARMOUR WITH COMMUNICATOR,


RESPIRATOR AND AUTO-SENSES
— at KNIFE OR COMBAT ACCESSORY

DA BOLT PISTOL
FRAG GRENADES

DF 9
0 D D
» DOLD

BOLT GUN
CHART routs rrsmowr fj POWER SWORD
STANDARD WEAPONS od 3

CLOSE COMBAT WEAPONS 0-2 3 CONVERSION FIELD


HEAVY WEAPONS
GRENADES/MISSILES 002 0
7
BIONIC EYE (WITH TARGETER,
BIO AND ENERGY SCANNERS)
EQUIPMENT & BIONICS 0-4 s
DD
. J
JUMP PACK 2

:
\

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.

POWERED ARMOUR WITH COMMUNICATOR,


RESPIRATOR AND AUTO-SENSES

4
KNIFE OR COMBAT ACCESSORY
BOLT PISTOL

oe
FRAG GRENADES

0 EQ
D D

Poin

CHART ROLLS PTS/ROLL BOLT GUN


STANDARD WEAPONS ol 3 POWER SWORD
CLOSE COMBAT WEAPONS 0-2 3 REFRACTOR FIELD
HEAVY WEAPONS 04 30 BIONIC EYE WITH TARGETER
GRENADES/MISSILES 02 7
EQUIPMENT & BIONICS 04 5

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

POWERED ARMOUR WITH COMMUNICATOR, POWERED ARMOUR WITH COMMUNICATOR


RESPIRATOR AND AUTO-SENSES RESPIRATOR AND AUTO-SENSES
KNIFE OR COMBAT ACCESSORY KNIFE OR COMBAT ACCESSORY
We BOLT PISTOL BOLT PISTOL
FRAG GRENADES FRAG GRENADES.

OPTIO 0 D
9
Q
DARD Q
poin
Q D D EQ
6
poin

| BOLT GUN BOLT GUN PLASMA


CHART mOUS rrsmoOLL PISTOL
CHART ROLLS PTSROLL
STANDARD WEAPONS 01 3 POWER SWORD CLOSE COMBAT WEAPONS O- 3
POWER SWORD CONVERSION FIELD
HEAVY WEAPONS 01 50 BIONIC EYE WITH TARGETER
GRENADES/MISSILES 02 7
HEAVY WEAPONS
GRENADES/MISSILES 0
02
50
7

DD 0 0 DDITIO Q

REFRACTOR FIELD. ....


CHAINSWORD ?

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 {

D4 Mastery Prb-Loved Abilitses Cost


i 1
D6 D6 35 po

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

BASIC EQUIPMENT 4 Immunity from Poison 4 Mental Bolt


5 Mental Blow 5 Rally-
POWERED ARMOUR WITH COMMUNICATOR,

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

OPTIONS Level 3 Level 4


SPECIAL EQUIPMENT CHARTS STANDARD EQUIPMENT: 4 points | Aura of Recalcitrance I
Aura of Invulnerability
NONE 2 Animate Weapon 2 Change Allegiance
BOLT GUN DISPLACER FIELD.
3 Cause Confusion 3 Cure Wounds
4 Cause Fear 4 Limbo
ADDITIONAL EQUIPMENT 5 Destroy Aura 5 Mental Blast
FORCE SWORD 6 Mental Blitz 6 Stasis
FORCE ROD 7 Rout 7 Strength of Mind
weds

JUMP PACK 8 Telekinensis 3 8 Telekinensis 4


REFRACTOR FIELD 9 Telepathy 3 9 Telepathy 4
10 Transfer Aura« 10 Temporal Distort

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

(MASTER OF THE APOTHACARION ONLY) BOLT GUN CHAINSWORD

CHART
STANDARD WEAPONS
ROLLS
01
FTSROLL
3
a O Q

CLOSE COMBAT WEAPONS 0-2 3


WEB SOLVENT §
(DOSE)
-
HEAVY WEAPONS
GRENADES/MISSILES
0
0-2
0
7
JUMP PACK 7

EQUIPMENT & BIONICS s


04
SPACE MARINES ARMY LIST
U-8 :
UUADS Un .
UDUADS
1A

¢
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

SERGEANT: BOLT GUN AND BIO-SCANNER STANDARD EQUIPMENT


7 MARINES: BOLT GUN SERGEANT: CHAINSWORD AND
1
MARINE: MISSILE LAUNCHER BIO-SCANNER
(INCLUDING TARGETER & 7 MARINES: ADDITIONAL BOLT PISTOL
SUSPENSORS) WITH FRAG AND 1
MARINE: HAND FLAMER (WITH
MELTA MISSILES TARGETER & SUSPENSORS)
1
MARINE: FLAMER (WITH TARGETER 1
MARINE: PLASMA PISTOL (WITH
& SUSPENSORS)
TARGETER & SUSPENSORS)
£

J
p

DOF )
add onal po D

Dé gquaa OPTIONAL UPGRADES: (additional points cost is per squad).


SUBSTITUTE ALL HAND FLAMERS WITH:
GRAVITON GUN 0 (FREE) BEAMER 20
MELTA-GUN s PLASMA PISTOL. 3
:
» LASMA GUN 4
air PLASMA GUN
HEAVY 5 i
as
POWER AXE
:

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 GLOVE 5 PLASMA (1) 1

POWER GLOVE 15 VIRUS (4) 3 POWER SWORD 7 VIRUS (4) +

POWER SWORD 7
VORTEX (1) 25

EQUIP ALL SQUADS WITH: EQUIP ALL SQUADS WITH:


JUMP PACKS 20 HALLUCINOGEN 20 SCARE GAS 10
JUMP PACKS 20 HALLUCINOGEN 20 SCARE GAS 0
GRENADES: HAYWIRE SMOKE 5
5
40 POWER SHIELDS 0 HAYWIRE £0 SMOKE
3

ANTI-PLANT KNOCK-OUT 5 STASIS 40 CHAINSWORDS 15 KNOCKOUT 5 STASIS “@

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

SUBSTITUTE ALL STANDARD EQUIPMENT


ANTI-PLANT % HAYWIRE 4 SMOKE % PLASMA PISTOLS WITH:
BLIND I
KNOCK-OUT % STASIS 4
CHOKE % PHOTON
1

STUMM %
CRACK 20 RAD 4 TANGLEFOOT
1

POWER AXE 0 (FREE) POWER SWORD 0 (FREE)


2
HALLUCINOGEN SCARE GAS 1
TOXIN GAS “

| ) :
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

MARINES: BOLT GUN
2 MARINES: MISSILE LAUNCHERS
(INCLUDING TARGETERS &
SUSPENSORS) WITH FRAG AND
CRACK MISSILES
2 MARINES: HEAVY BOLTER (INCLUDING
SUSPENSORS)

OPTIONAL UPGRADES: (additional points cost is per squad).


SUBSTITUTE ONE OR BOTH HEAVY SUBSTITUTE ONE OR BOTH MISSILE
BOLTERS WITH: LAUNCHERS (AND MISSILES) WITH:

BEAMER. . ..

lor2 LAS-CANNON 45 ORW


HEAVY PLASMA GUN 30 OR 60 MULTI-MELTA JORS

EQUIP ALL SERGEANTS WITH ADDITIONA

POWER AXE 6 WEB GUN 2 VIRUS (4) 4

POWER GLOVE. 5 GRENADES: VORTEX (I) pil

POWER SWORD 7 PLASMA (1) 1

EQUIP ALL SQUADS WITH:


JUMP PACKS 20 HALLUCINOGEN 20 SCARE GAS 0

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

CHOKE “ RAD - TOXIN GAS %

HALLUCINOGEN 2 SCARE GAS 1

HAYWIRE
4 SMOKE %
KNOCK-OUT
] STASIS 4
SPACE MARINES ARMY LIST

TERMINATOR SQUADS
J

). 4
DR [) ) \ UN ‘

t - - -
| 2 $ $
.
Db oh U

PROFILE: MiwsiBS!S [TIw/[1[Alld|Int] Cl wp


S(T |ALld lnt|Cl WP

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

BASIC EQUIPMENT STANDARD EQUIPMENT UPGRADE ANY LIBRARIAN:


POINTS/MODE!
TERMINATOR
ARMOUR
TACTICAL DREADNOUGHT [SERGEANT STORM
POWER
BOLTER
SWORD haope HELD OHO

3 MARINES STORM BOLTER


POWER GLOVE
| MARINE HEAVY FLAMER
PSYCHIC POWERS
Mo]

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

UPGRADE ENTIRE SQUAD: 2


Randomly determine psychic abilities using a DIO Random
UPGRADE POINTS/SQUAD determination between levels can be made using the appropriate dice
:
REFRACTOR FIELD 100 (ic D2, D3, D4)
GRENADE HARNESS (FRAG OR CRACK) 50
LEVEL 1
LEVEL 2
I
AURA OF RESISTANCH AURA OF PROTECTION
2 CURE INJURY ECTOPLASMIC MIST
] 3 HAMMERHAND
ER
P

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

s|sls 0 TRL EPORTE TELEPATHY 2


7141412171219
| 4
191919 10 WIND BLAS] TELEPORT 2 [ 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

MENTAL BLITZ STASIS


7 ROUT STRENGTH OF MIND
8 TELEKINESIS 3 FELEKINESIS 4

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

A personality may drive his own vehicle


or fit an auto-system for an
additional 10 points. Where relevant, the Techmarine custodian (or
another personality model) must be used as co-driver. Tactical Equipment
The Detachment Commander may also call upon the Chapters
One Squad of Marines may be mounted on each of: reserve of equipment to help him win the battle. A single
10 Vincent Black Shadow motorcycles. | 50 8007 pts Techmarine can maintain up to 5 Bombots, all other items
. .
per squad
.

5 Black Shadow sidecar combinations. . 700 pts per squad


.. . .
require one Techmarine each.
.

10 MK14 Bullock Jet


Cycles... ........20C 1100 pts per squad
5 Imperial Land Speeders. 5¢ £1000 pts Item Cost (each) Maximum
1 ............
Rhino is available per Marine squad at 373 points.
per squad
Bombots 5 points 10
Las-cutter 35 points unlimited
Other vehicles available to the Marine detachment: Phase field generator 50 points unlimited
lois 75%
Fan Raiders
eea 750 pts each Teleporter 50 points unlimited
aia

vm Lar UTR Ey
Gerard ee
RE
A

fos
fee

te od SF 240 pts cach


i
amr FRA TA Ra SR EA 70 600 pts each
Rhinos, Land Raiders and Grav-Attacks can only be driven by Off-Table Support
Techmarines or other personality models. Up to 1000 points may be allocated supporting fire from
beyond the battle-zone. The type of fire required is not
Support Weapons specified by the player before the battle (see Requesting
The allocationof support weapons to a detachment is limitetl Support Fire below), but once these points have been set aside
only by the number of Techmarines available to crew them. they cannot be used for anything else.
One Techmarine is required for each of the following:
Support Weapon Cost (each) Spotters
Mole Mortar 50 points One Techmarine may be nominated as a spotter for the support
Thudd Gun 50 points fire. He may not then drive a vehicle or act as custodian for
Rapier any other weapon or piece of equipment.
Multi-laser 170 points
Multi-melta 180 points Requesting Support Fire
Las-cannon 220 points Support fire may be called down by the spotter, Lieutenant
Tarantula (2 weapons of identical type) Commander, Captain, Lieutenant, or any Chaplain or
Grenade launcher Librarian. The personality requesting support fire must remain
80 points
Heavy plasma gun 200 points stationary for his entire turn and the target of the supporting
Heavy bolter 80 points fire must be visible to him. See WH40K pp97-98 for the range
Las-cannon 230 points of options available to a model.
Missile launcher 110 points
Multi-melta 150 points Whoever makes the request for support fire must make a 2D6
Conversion beam 150 points roll against his Leadership before the Shooting phase of his
Both the Rhino and Land Raider are capable of towing the turn. If successful, the supporting fire will be of the type
Thudd Gun, Rapier and Tarantula around the battlefield requested by the model, and fall during the Shooting phase
without penalty (the Mole Mortar is normally stowed). of his turn.
Limbering (or stowing) the weapon must be performed by the If the roll fails, it means that the type of supporting fire
weapon's crew, who then clamber on (or in) the vehicle. requested is not available (and remains unavailable for the rest
Limbering the weapon takes place during the Movement phase. of the battle). Supporting fire may be requested again in the
On the first phase (the one in which the weapon was attached),
player's next turn,
the vehicle's rate is reduced by 50%, but on subsequent phases
the vehicle may move normally. Unlimbering also takes place Points are only ‘spent’ when a request for fire succeeds.
during Movement. If the vehicle has travelled less than half Support fire may be requested until the total points value
its permitted distance the weapon can be set up ready to fire allocated to support fire is expended. Only one individual may
in the Shooting phase. attempt to call down support fire per turn.
138
av,rig
fis
0

"> 0!
(7
All points values in the following list have been rounded to the nearest 10 points.

I

“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

Auto-aim (Bolt guns),


Targeter (Multi-melta)
Targeter

Auto-aim, Targeters (2)


~~ Armament

Twin forward-firing Bolt


guns (fire at same target)
Twin Bolt guns (fire at
same target), Multi-melta
Twin forward-firing Bolt
guns (fire at same target)
Swivel mounted Multi-melta
(360° traverse), forward-
Crew

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

Communicator, Bio-scanner, Energy


scanner, Rad-counter, Ejector seats,
Medi-pack ~~

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

Weapon M BS § T D I Equipment Armament Crew PV


TARANTULA 6 5 5 5 5
Auto-aim (2), Targeters (2) 2 Las-cannons
1230
Weapon Short Long Shooting to Hit Save Type
Range
Range Short Long § D Mod. C
HS F
Area Tech Crew PV
MOLE
THUDD GUN
MORTAR 6-24
0-12
24-48
12-36
-1
2
-1
63
6 1
2
2"
4" X
X
3.8
1” 5
2
1
60
50

al

____ DREADNOUGHTS (All


Dradnoughts below have 2 Spinal Battery power plant. _

Class WS BS § T D I A Sv H E Equipment Armament


CONTEMPTOR 6 6 8 8 11
56) 3 46 4 6
Sandard
sensor pack, Jump pack,
Power field with Power field
synchroniser
4
synchronised
Bolt guns (upper
limb, with targeter program)

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

synchroniser & Frag missiles

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

CASTELLAN 4 8 6 0 10 15 6 2 36 4 4 Cortex, Power field with Power 2 Power gloves, 1


Heavy bolter 140
field synchroniser
CATAPHRACT 6 6 6 5 8 1 6 2 26 4 4 Cortex, Power field with Las-cannon, Bolt gun, Flamer 190
Power field synchroniser
6 6
CONQUEROR 3 85
8 13.6 1
265 4 Cortex, Power
field synchroniser
field with Power Heavy Bolter, Auto-cannon,
Power Glove
160

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

indicates which of the following charts a personality is allowed


to use (provided of course that the personality has not taken 01-20 Heavy bolter
the Standard Equipment option). 21-40 Missile launcher
(with Crack and 2 other
A pre-set points cost is paid per D100 roll on a chart, and random missile types)
duplicate or unwanted equipment must be issued to other 41-50 Heavy webber
models or discarded - the personality may not re-roll.
51-55 Auto-cannon
Each chart allows a maximum number of rolls. If permitted 56-60 Multi-laser
to use the chart, a personality can have as many rolls as 61-70 Multi-melta
indicated by this number, although he can choose not to roll 71-80 Heavy plasma gun
if he so wishes. Each roll must be paid for according to the 81-90 Las-cannon
cost for that particular chart. A personality not taking the 91-120 D-Cannon
maximum number of rolls for a specific chart cannot transfer
‘unused’ rolls to another chart. All heavy weapons supplied with targeter and suspensors.
Personality models may add a bonus to their D100 roll, to
reflect their greater access to special and unusual equipment. GRENADES AND MISSILES
Librarians and Chaplains. Cost: 7 points per D100 roll
.may add 5 to
. .
each D100 roll
Maximum number of rolls: 2
Lieutenant... oo. Sat, may add 10 to each D100 roll

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.’

THE IMPERIAL GUARD


Captain Worlak grunted with satisfaction as the gates of the fortress were blown to atoms
and J Company advanced on the Traitors’ position. Horren’s assault platoon gunned their
jump packs and flew forward into the gateway. It would all be over soon.
Worlak rubbed one hand over bis stubbled chin, “It’s been a long time, eh, Mardik?’’ Worlen drew the silver-
automatically tracing the zigzag scars that were the mark bandled Kratch bunting knife from bis boot. ‘What must
of a Warrior of the Kratch. He bad feared that bis 42nd it be - twenty-five years, Terra standard? I expect you'll
Vorgarn would be assigned to some other duties because almost bave forgotten by now. But I never forgot. I have
they were raised from the same homeworld as the traitor this empty socket to remind me.”" He dropped the knife
38th, and bad made sure that bis superiors knew of the on the floor of the bunker, and backed away until the knife
hereditary blood-feud between the Kratch of the 42nd and was exactly balf-way between the two of them.
the Tarsh of the 38th. He bad written long dispatches “You owe me an eye, Tarsh Mardik. And I've come to
pleading for the duty of stamping the 38th out - to collect.”
eradicate this stain upon the honour of the homeworld,
to make a centuries-old cultural enmity serve the Imperial
Simultaneously, the two men lunged forward for the knife.
cause, and as many other arguments as be could muster.
He did not, of course, mention bis strongest reason - that
the traitors of the 38th were led by Tarsh Mardik. Cultural
enmities between units were accepted as natural, but
personal vendettas between commanders could interfere
with judgement, and were sternly discouraged.
A buge explosion announced that the citadel was taken,

and Worlak hurled bis jetcycle up and forward, punching


the comm into life as be did so. He had to find out.
“"Horren. What news?"’
“We bave the command bunker, Captain.”
And?”
“We bave saved the one you wish.”
“Good. You will be rewarded.’

“We are rewarded already, Captain trezny.”” Horren used


the Kratch word for a leader of warriors, with the highest
honorific suffix. The Imperium was all but forgotten -

this was a Vorgarn affair, and Horren was a Kratch


warrior who was very happy with bis leadership. The
screams which could be beard in the background bore out
his words.
Worlak strode into the wreckage of the command centre
to find the traitor commander chained up, away from
the bodies of bis men. He paled visibly as Worlak took
off bis visored belmet, revealing the empty socket of bis
right eye.
“You!"
‘Yes, Tarsh Mardik. Me."" He stripped off bis uniform
jacket, and at bis signal one of his men unchained the
captive. The others bad begun to spread out into a loose
circle around the two.

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

Methods of recruitment vary according to the world


involved. On hive worlds such as Necromunda, it is
common to draft entire street gangs into the planetary
Each of the populated worlds of the Imperium has its own defence force - in effect, to legitimise their activities and
give them formal control of an area. The most successful
planetary defence force, raised from among its population.
The lex imperia de munimenta publica lays down that of these - and some are so successful as to threaten the long-
cach planet shall raise and maintain a planetary defence term stability of a wide area - are drafted as complete
force, and a further Imperial decree provides that these
platoons or companies into the Imperial Guard. On feral
and mediaeval worlds, the planetary defence force is
planetary defence forces shall provide recruits for the recruited from the warrior caste by a series of trials and
Imperial Guard. ordeals, and given names such as the Knights of the Star
Recruitment for the Imperial Guard creams off the elite Lord or the Eagle Warriors. The greatest of these, chosen
of the planetary defence forces, according to a series of again by trial, may join the Warriors from the Stars when
quotas set by the Administratum. Using a complex system their great ships come out of the sky. Some feral-world
of probability computations and battle forecasts backed warriors will commit ritual suicide if they fail to meet
recruitment criteria.
up by the Imperial Tarot, the Administratum issues a
requirement for troops, which is passed down ro the
Imperial Commanders of individual planets. The Imperial
Commander can then formulate his population control Skinner felt good. Electricity seemed to come up
policy for the next generation around the Administratum’s through the street and flow through bis body. The
requirement for Imperial Guard troops and his own Blood Rats were ranged out to right and left of him,
requirements for labour. and people were keeping off the street. Their street,
Quotas are normally set cach generation, but in times of Just like the old days.
great need, the Administratum may require a planet to “It bardlyfelt any different - the old feeling was still
supply two or more raisings from a single generation. there. Even after eighteen months in the belly of a
During the wars of the Horus Heresy, for example, spaceship in basic training. Even though they were
Necromunda was required to provide dozens of separate
raisings, supplying the Guard with hundreds of millions
of troops in total. Many hive worlds suffered similar
now
officiallythe Second Platoon, F Company, 23rd
Vintor Regiment, Imperial Guard. Even though
Rubblehead was toting a missile launcher in place
burdens, while at the other end of the scale, many of bis bome-made bombs.
agricultural and feral worlds were almost entirely stripped
of their meagre populations, and had to be left for several "
Even the uniforms werea good omen. A bundred-’
to-one shot, minimum. Owing to local dyestuff
generations in order for their populations to recover. supplies in the Hoptor system, the uniforms were
Among the planctary defence forces, it is considered a great a rusty brown. The colour of dried blood. The
honour to be chosen for recruitment into the Imperial colours of the Blood Rats.
Guard. Many young hopefuls, especially on hive worlds Hoptor IV was a bome from bome. And the Blood
and factory planets, flock to the planetary defence force Rats bad some fresh turf to carve themselves out.
in the hope of being found worthy of the Imperial Guard
- their only chance of
escape from their claustrophobic
homeworlds.

..
A a
144
/ IMPERIAL GUARD ARMY LIST

Particularly on feral worlds, the taking of scalps, ears, and


other trophies is encouraged as an index of martial prowess.
Trophy-taking is also common among hive world gangs,
which are similar in many cultural respects to the tribal
warbands of pre-gunpowder feral worlds. On Necromunda,
for example, many gangs take the smallest finger of the right
hand as a trophy. Trophies are all-important proof of martial
prowess, and thus of worthiness to join the Imperial Guard.
An Imperial Guard Regiment is recruited from a single
planet at a single raising. The Regiment is shipped to its
posting after it is raised, but does not receive replacements
for losses. Because of the vastness of the Imperium, and
its huge Human population, it is rare for the transport of
personnel to justify the huge costs, risks and time-lags
involved. However, in many Regiments the Guardsmen's
offspring are brought up within the Regiment, and are
recruited when they come of age. Until that time, they
perform menial and support duties, and may fight as a
probitor unit alongside the rest of the Regiment, being fully
inducted into the Regiment when they have proved
themselves in battle.
Because of the lack of ongoing recruitment, it is common
for Regiments to become severely depleted, and it is thought
that a great many Imperial Guard Regiments are currently
at less than half their founding strength. In some cases, such
as the 22/4 Valeria, two or more Regiments serving on a
world may be combined to form a new Regiment, which
is given the name of the base world if its parent Regiments
came from different homeworlds.

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.

A Regiment is supplied with weapons and other equipment


at its foundation, and a Regimental Commander may
request equipment from the Administratum for a particular
task. However, since these requests can take some time to
process and are by no means certain to be approved, many
Regiments will take over factories and workshops on the
world to which they are assigned.
Uniforms are supplied at the foundation, but are not
replaced thereafter; it is the responsibility of the Regimental
Commander to arrange the supply of such items, and in
an old-established Regiment it is common for uniforms to
vary from platoon to platoon. The basic pattern of the
uniform will remain the same, as laid down by Imperial
regulations, but its colour and material will vary according
to what is available at the time. Thus, for example, a
Regimental Commander may requisition a batch of material
from a factory on the Regiment's posting world, and if only
blue material is available, then the replacement uniforms
will be blue.

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.

Not all psykers are killed out of hand or shipped to Terra


for absorbtion by the Emperor. Sanctioned Psykers are often
The Imperial Guard's equipment is serviced directly by the attached to Command Sections of Imperial Guard platoons.
Adeptus Mechanicus and their Servitors. The Adeptus These individuals have often led a bizarre life as fugitives,
Mechanicus personnel and Servitors are directly responsible
for the Guard's vehicles and are the custodians of all the
hidden by friends or tribal groups and always in fear of
3 their lives. Consequently, they may manifest considerable
Guard's support weaponry and equipment.
eccentricity in their dress and behaviour. They are often
afflicted with mutations, an enlarged cranium being
Servitors particularly characteristic.
Servitors are Humans modified by the Adeptus Mechanicus,
with the sole purpose of operating machinery. They are
selected from various sources - the Penal Batallions,
planetary reformatories, captured rebel forces and other
sources of unwanted manpower - and then brain-scrubbed,
physically adapted if necessary, and given intensive
biochem and training. The result is less than Human, but
has vastly enhanced mechanical capabilities. Servitors are
able to operate their machines without thought, by
instinctive response resulting from their intensive training
and modification, and a single Servitor can perform the
functions of two normal crewmen. Some platoons are specially trained for close combat;
recruits from feral and hive worlds are particularly
renowned for their ferocity in hand-to-hand fighting. These
troops are drawn from the most ferocious and brutal feral-
world tribes and hive-world gangs, and take great pride
in their fearsome reputation. Ritual scars, facial mutilations
and other identity marks characteristic of their homeworld
On the battlefield, Commissars accompany the highest- culture are common - as they are throughout the Imperial
ranking officers in an Imperial Guard force, encouraging Guard - and some assault troops invent their own platoon
bravery and devotion to the Imperial cause, and ensure that markings in addition, to add to their barbaric and fearsome
cowardice and vaccilation are punished and their effects appearance. The taking of scalps, ears and other trohpies
on the force minimised. Away from the battlefield, is common.
Commissars act as priests and advisors, conducting rituals,
giving instruction and performing other duties to ensure
firm adherence to the Imperial cult. This does not
necessarily mean that the religious or ritualistic practices
of a platoon’s cultural origins are forbidden. On the
contrary, the Commissars are skilled at adapting such rites
and making them an ‘official’ part of the Imperial Cult. On many undeveloped frontier worlds, with no properly
developed communication system, the Imperium has found
that horses provide the most viable form of transport.
Horses have been bred continuously since the early days
of expansion into space for this very reason. Imperial Guard
units from frontier worlds which have an equestrian
military culture are often used more or less permanently
as mounted scouts and foragers. These platoons of horse-
mounted Guardsmen are known as Rough Riders.
Rough Rider units are sometimes issued with a nine-foot
hunting lance whose head bears a shaped explosive charge.
These are used for hunting big game on Feral Worlds - the
quarry is driven to bay by troopers acting as beaters, and
the officers draw lots to decide who will dispatch it with
the lance - but they are also used by the Guard in battle.
Rough Rider Lancers have proved particularly effective
against riotous mobs and massed hordes of Gretchins and
similar opponents; they can sometimes even produce a
better result against heavier, power-armoured troops than
the standard-issue lasgun of 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

"'C and D platoons, move up. Follow the Robots.


Other units bold position. Gardiner, where are
the Ogryns?”’
"In small pieces all over breakout zone Charlie, sir.
Shurikens took ‘em apart. Only three survivors.”
“Patch me through to them. Hello, who's that?” The troops sentenced to service in the Penal Battalions are
“Ordrogg.”’ there for life, and must live under a tremendous burden
of guilt; for not only have they committed crimes, but in
“Gratbyogg still aliver” so doing they have betrayed the Emperor.
“Nab.”
However, the Emperor in his mercy has ordained that Penal
“Listen, Ordrogg, the Empero¥’s very pleased with Battalion troops should have the opportunity to repent and
all of you, OK?" atone for their crimes - hence, the Human Bombs.
“Him? He's pleased?” Any Penal Legion trooper may volunteer for service as a
"Very pleased. He's watching you now. He says be Human Bomb. In addition to his normal equipment, he is
wants you to go over to the Robots and stick with fitted with an explosive harness. The moment he dons the
them, You got that?" harness, he is absolved by the Emperor and the burden of
his guilt is lifted. He also has a chance of freedom, for some
"Yerr. On our way."
of the harnesses are rigged not to explode - if he survives
the battle, he is absolved and free.

148
IMPERIAL GUARD ARMY LIST

It is possible that platoon coherency may be broken if a


squad is routed or some of the models are killed. If a squad
becomes separated by more than 12” from its Command
Section, it must try to restore platoon coherency in the next
turn. The following rules apply, provided the squad is not
The troops of the Imperial Guard have adopted a rigid subject to mandatory movement rules (eg routing):
battlefield command structure which is reflected in the
following rules relating to platoon and squad coherency.
1. The squad must move so that at least one model is
within 12” of a model in its Command Section, unless:
a) itcannot get within 12” of its Command Section
in one turn
b) it would have to move across open ground known
to be covered by enemy fire
The Imperial Guard takes the field in platoons. A platoon in which case, refer to rules 2 and 3 below.
consists of a Command Section, led by an officer, and up
to four squads, each consisting of a Sergeant and nine ~ If the squad is in cover, it remains stationary. If the
Guardsmen. The exact composition of squads and enemy come within 12”, the squad may either retreat
Command Sections can vary and is fully described in the or remain stationary.
army list. Officers and other models in a Command Section 3. Ifthe squad is not in cover, it moves towards the nearest
(such as attached Sanctioned Psykers) cannot leave their cover within 12” If there is no cover within 12”, the
Command Sections under any circumstances. A squad may either remain stationary this turn or move
Commander who is not attached to a Command Section away from the enemy.
at the start of the battle is the only officer who may operate
independently. A
Commander who starts the battle The squad may act normally again if its Command Section
attached to Command Section must remain with that
a
moves to within 12” of it and restores platoon coherency.
Command Section for the remainder of the battle.

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. -
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149
IMPERIAL GUARD ARMY LIST —

Penal Battalion Troops


A platoon of Penal Battalion troops consists of up to four
Penal Battalion squads, plus 2a normal Command Section.
The normal unit structure of the Imperial Guard is based It is subject to all the normal rules for platoon and squad
on the platoon, as mentioned above. Platoons may consist coherency. A force containing Penal Batalion troops must
of Tactical Squads, Support Squads, Assault Squads, or any also contain at least one Adeptus Mechanicus to detonate
mixture of the three types, in addition to the compulsory their explosive collars. Penal Battalion troops can only
Command Section. The other various special units follow specific orders (see below). All the Penal Battalion
commonly used by the Imperial Guard are covered below. Squads in the force must be organised into a single platoon.

Assault Platoons Human Bombs


An Assault Platoon comprises a Command Section and up Human Bombs operate as individual figures, and are not
to 4 Assault Squads - it contains no Support or Tactical subject to unit coherency rules. A force containing Human
Squads. Assault Platoons are the only Imperial Guard troops Bombs must also contain at least one Adeptus Mechanicus
which may be equipped with jump packs, since a vital part to detonate the bomb harnesses. They can only follow
of their combat role is to enter close combat quickly. specific orders (sce below).

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

You must roll before the battle to determine whether


Commissars are attached to the Imperial Guard force. A
Adeptus Mechanicus personnel serve as custodians of the
Guard force always includes D6-2 Commissars. An Imperial
equipment and vehicles attached to an Imperial Guard Guard force acting as an ally contingent in another army
force, preparing the equipment for battle and repairing it
after damage. includes D6-4 Commissars. In both cases, the force must
contain the indicated number of Commissars. Commissars
Before the battle, roll for the availability of Adeptus with standard equipment are free of any points cost, but
Mechanicus personnel. D6 Adeptus Mechanicus are additional equipment for Commissars may be purchased
available, and treble that number of Servitors - so, for at the normal points cost.
example, a dice roll of 3 indicates the availability of 3
Each Commissar accompanies an officer, beginning with
Adeptus Mechanicus and 9 Servitors. It is not compulsory
to field all those available; the die roll simply gives the the highest-ranking officer in the force and working down
maximum that can be used. through the ranks. This means the first Commissar
accompanies the commander of the force, the second
The Adeptus Mechanicus and Servitors accompanying a Commissar accompanies the next highest ranking officer,
Imperial Guard force must be provided with sufficient and so on.
vehicles to carry them. For example, if a force includes three
members of the Adeptus Mechanicus and nine Servitors - If there are more Commissars than officers in the force,
a total of 12 models - the player must provide them with
the extra Commissars are each assigned to a sergeant of
the player's choice. No more than one Commissar may
enough vehicles to carry 12 models. These vehicles can
be of any type - for example, a Rhino and two Jet Cycles, accompany any officer or sergeant.
four Jet Cycles and four Land Speeders, or any combination A Commissar must always remain within 2” of the officer
of vehicles the player wishes. The Adeptus Mechanicus and or sergeant to whom he is assigned.
Servitor models do not actually need to ride on or If the unit to which the Commissar is attached retreats for
accompany these vehicles during battle, and the vehicles any reason, the Commissar will summarily execute the
may be deployed however the player wishes. officer or sergeant, thereby sparing him the shame of living
At least one Adeptus Mechanicus must be included if the with the knowledge of his failure to do his duty to the
force contains Beastmen Platoons with Frenzon dispensers, Emperor. Do not roll dice for this, as it happens
Penal Battalion troops, Human Bombs or bombots. One automatically - simply remove the officer or sergeant model
Adeptus Mechanicus is required for each Land Raider, Land from the table.
Speeder and maniple of robots in the force. Other vehicles If the officer of a platoon is killed - either by the enemy
and items of equipment only require Servitors as custodians
or by his Commissar - the Commissar effectively takes
(see Additional Equipment and Weaponry in the army list control of the platoon. While he does not formally assume
for full details of the requirements for custodians).
command, his presence is such that the troops will
If Off-Table Support Fire is purchased for an Imperial Guard automatically look to him for leadership. All tests that
force, any Adeptus Mechanicus may act as a Spotter. would have been made using the officer or sergeant’s
Leadership or Cool are now made using the Commissar’s
It should be noted that on the battlefield Adeptus
Mechanicus and Servitor custodians need not accompany profile instead.
the vehicle or equipment they service - they need only be
included in the force for the equipment to be available. Commissar Krieglust lowered bis bolt pistol. All eyes
were upon bim. They didn’t know who to fear more
Servitors - him or the Eldar.

Servitors are able to directly interface with many items of ‘Weep for bim - '’
be indicated the fallen officer *'

machinery, literally plugging themselves into the -


for bis faith was not sufficient. Rejoice for
equipment via surgically implanted sockets and linkages. yourselves, for my faith is bottomless! Forward, for
In this way the Servitor is able to operate the machine more the Emperor!”
efficiently than normal Humans. Each Servitor may
therefore take the place of two crewmen on any vehicle
or item of equipment which he is operating - for example,
a single Servitor can fly a Land Speeder in place of the usual
two crewmen. In such cases, the Servitor model must
obviously be in the vehicle or with the item of equipment
he is operating. Sanctioned Psykers may have up to D6-2 rolls on the
Personal Attributes Table in Slaves to Darkness. In
addition, Sanctioned Psykers may be given any number of
Repairing Damaged Equipment cosmetic mutations - mutations that only change the
Adeptus Mechanicus and Servitor models may attempt to appearance of the Sanctioned Psyker and have no effect
whatsoever on the model's profile or abilites.
repair vehicles which have suffered critical hits. Roll 2 D6
when the model arrives at the vehicle: on a roll of 6, the Sanctioned Psykers attached to an Imperial Guard force
critical effect is repaired and the machine will function must be attached to Command Sections. They may be
again next turn; on a roll of 2-5, repair may yet be possible distributed among the Command Sections as the player
- the Adeptus Mechanicus or Servitor model must roll again wishes, and any number of Sanctioned Psykers may be
next turn; on a roll of 1, the vehicle is beyond repair. attached to any Command Section.

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

Collar Detonators Human Bombs whose harnesses are found to be duds


immediately attempt to leave the battlefield by the safest
When an Imperial Guard force includes Penal Battalion
route, but until they actually exit the table they are still
troops, all members of the Adeptus Mechanicus vulnerable to accidental detonation.
accompanying the force have collar detonators.
Any Adeptus Mechanicus can detonate any of the collars Ripper Gun
worn by Penal Battallion troops within his line of sight. Ogryn leaders are equipped with the ripper gun, a drum-
If an Adeptus Mechanicus sees a Penal Battallion Squad fed, large-bore automatic shotgun firing heavy shot.
retreating or routing, he will detonate one of the collars.
Each Adeptus
Mechanicus may detonate one
collar
per turn,
in the rallying phase. The sight of a comrade’s head being
blown off will make the troops realise the error of their
ways, and they will automatically rally next turn.

Frenzon Dispensers Ogryn Grenade


Penal Battalion troops and Beastmen may be equipped with Ogryn grenades explode as normal frag grenades but with
frenzon dispensers. Frenzon controllers are held by each a-1
saving throw modifier due to the larger size and greater
Adeptus Mechanicus, in the same way as the collar quantity of explosive and shrapnel.
detonators; however, the chosen drug is administered to
every member of the squad, rather than to a single model. Ratling Sniper Rifle
This is a laser-powered needle rifle, reserved for the use
Bomb Harnesses of Imperial Assassins and Ratling Snipers. The rifles have
Each Human Bomb is equipped with a bomb harness. Any long barrels and are quite bulky; they count as a heavy
Adeptus Mechanicus may detonate any or all Human Bombs weapon when carried by a Ratling.
within his line of sight during his turn - either a single bomb, HOR
ah
or all of them - but may make no other action that turn. Short

The player rolls a D6 for each bomb which has been | | lsag
ST

detonated - on a roll of 1, the bomb is found to be a dud O25 TY #1! i)


gienSan
om

and doesn’t explode, while on a roll of 2 or more it explodes


normally. *
Counts as a heavy weapon only when carried by Ratlings;
Each bomb explodes with a 1%” blast radius at Strength the movement penalty in this case is %”, but is always
3. In addition, it throws out D6 subsidiary blasts. Each countered by suspensors - see Suspensors below.
subsidiary blast flies out D6” in a randomly determined
direction (roll a D12 for direction, using the clock-face Sniper rifles function in the same way as lasguns, but also
template with the model's front facing as 12 o'clock), and project a microscopically thin sliver of crystal which is
driven by the tight photon stream and enters the body of
explode with the same effect as a frag grenade (Strength the target through the wound made by the laser. On striking
3, Damage 1, blast radius 2”).
the target, the crystal dissolves into a powerful neurotoxin,
which affects the target immediately.
On a successful hit, do not make the usual Strength vs
Toughness roll. The target only makes a saving throw
against the shot and if he fails the neurotoxin is delivered
into his system and takes immediate effect.
Several race-specific poisons are available. Each poison is
effective against the listed race or races and has absolutely
no effect against targets of other races (eg shooting an Eldar
with Orthotoxin has no effect if he fails his saving throw
- the same shot using Eldrotoxin would instantly kill
the Eldar).

Poison Race affected


Eldrotoxin Eldar
Orkotoxin Orks and Gretchins
Orthotoxin Humans and Abhumans (including
Ogryns, Ratlings and Beastmen)
Slannotoxin Slann
Tyranotoxin Tyranids and Zoats
Rodotoxin Skaven
Ferrotoxin Genestealers
Haemotoxin Vampires

No paison has been found that is effective against Daemons


If Human Bomb is caught in an explosion of any sort he
a or Possessees.
will immediately detonate - even if his bomb-harness has Ratlings carry Orthotoxin as standard issue, and additional
already been found to be a dud. poison types cost 2 points per type.

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

Moving Support Weapons


Rhinos and Land Raiders are capable of towing a Thudd
Gun, Rapier or Tarantula without penalty (the Mole Mortar
is normally stowed). Limbering or stowing the weapon
must be performed by the weapon's crew, who then
clamber onto or into the vehicle. Limbering the weapon
takes place during the movement phase. On the first phase
(the one in which the weapon was attached), the vehicle's
rate is reduced by 50%, but on subsequent phases the
vehicle may move normally. Unlimbering also takes place
during movement; if the vehicle has travelled less than half
its permitted distance the weapon can be set up ready to
fire in the shooting phase.

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.

Requesting Support Fire


Support fire may be called down by the Spotter or by a
Lieutenant, Captain, Commander or Commissar. The
model requesting support fire must remain stationary for
his entire turn and the target of the supporting fire must
be visible to him. See Support Weapons in WH40K for
the range of options available.
Whoever makes the request for support fire must make a
2DG6 roll
against his Leadership before the shooting phase
of his turn. If he rolls less than his Ld, the supporting fire
will be of the type requested, and will fall during the
shooting phase of that turn.
If the roll fails, it means that the type of supporting fire
requested is not available (and remains unavailable for the
rest of the battle). A different sort of supporting fire may
2% be requested again in the player's next turn.
on J
- oe
AQ
WIRY
¢
by f
4 Pd

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.

Harlequins and Ordo Malleus


Legiones Astartes When an Imperial Guard force faces an enemy force which
Space Marines will not lower themselves to fight alongside includes Daemons or Possessees, the force commander may
a force containing Beastmen, Ogryns, Ratlings, Squats or seek the specialist help of the Ordo Malleus. The feared
mutated psykers. If any of these troops are present in the Eldar Harlequins, too, may deign to join a non-Eldar force
Guard force, Marine allies will not be available. Otherwise, if it fights against Chaos. If the Guard's enemy contains
a Guard force may spend 25% of its points value on troops Daemons or Possessees, 25% of the army's points value
from the Space Marine army list. may be spent on either Ordo Malleus or Harlequin allies.

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.

BANNERS OF THE 5TH ARCADIAN REGIMENT, F


COMPANY

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

Company Banner, carried


L

=
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.

raised bis eyes and stared into thed istance.


by 1st Platoon Aftera wirite be
blinkedand got up. He climbed up on tbe remains
of the APC and looked across a bleak landscape, 10 a borizon
sithowetied by the glare of setting suns. The sergeant pulled out
a pair of macro-lenses and scanned a wide arc of devastation.
He caught sight of rbe blockbouse where be and bis men bad been

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

OPTIONAL UPGRADES SPECIAL EQUIPMENT CHARTS


STANDARD EQUIPMENT: 12 points CHART ROLLS PTSROLL
POWER SWORD STANDARD WEAPONS 01 3
CONVERSION FIELD JUMP PACK CLOSE COMBAT WEAPONS 0-2 3
HEAVY WEAPONS 0-1 50
SPECIAL EQUIPMENT CHARTS %~ GRENADES/MISSILES 0-2 ?
EQUIPMENT & BIONICS 0-4 bh]

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
>

EQUIPMENT & BIONICS 04 5


may act as a Spotter for Off-Table Support Fire.
The Commander may be attached to bis own Command Section (complete
with a platocn if desired) or may operate independently.

|
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)

HEAVY WEAPONS 0-1 50


>
GRENADES/MISSILES 0.2
EQUIPMENT & BIONICS [3 5
DE U
A
D
DO 0

The Captain must be Command Section and must


accompanied by a
command a platoon of 0-4 Tactical, Support or Assault Squads, or any PROFILE MIWSIBS|S |T
|W/[I|A]|Ld|int|ClW
such
mix of squads CHAMPION
HERO
45/5/43 /1]511/8|8!818
41616/414/216]1219]19(91]9
MAJOR HERO
4161614(41316131919(919
BASIC EQUIPMENT
0 0 0 0 o 0 90
LASPISTOI
CONVERSION FIELD
PROFILE MI|WSIBS|S |T|W/I|A| LdlInt|Cl
CHAMPION 4144141310 14[1]71717]7 OPTIONAL UPGRADES
HERO
4/5(5/4/4/2/5/2(8|/8/8/8 STANDARD EQUIPMENT: no points cost
OR HERO 416161414]316[/319191919 LASGUN CHAINSWORD
BASIC EQUIPMENT
KNIFE OR COMBAT ACCESSORY SPECIAL EQUIPMENT CHARTS
FLAK ARMOUR
CHART ROLLS PTSROLL
LASPISTOL -
PHOTO VISOR COMMUNICATOR STANDARD WEAPONS 0-1 3

CLOSE COMBAT WEAPONS 0-2


h}

HEAVY WEAPONS [3] 50


»
OPTIONAL UPGRADES GRENADESMISSILES 0-2
EQUIPMENT & BIONICS 0-4 5

STANDARD EQUIPMENT: 5 points


LASGUN CHAINSWORD Players must roll to determine bow many Commissars are present in the
available, Commissars must be included, but at no points cost
force. If
SPECIAL EQUIPMENT CHARTS Each Commissar accompanies a Guard officer, starting with the most
CHART ROLLS FTSROLL senior and working down. If there are more Commissars than officers,
STANDARD WEAPONS 0-1 3 the remaining Commissars each accompany a sergeant of the player's
CLOSE COMBAT WEAPONS 0-2 3 choice (one Commissar per sergeant)
HEAVY WEAPONS 0-1 50
- ¥

GRENADES/MISSILES 0-2 7

EQUIPMENT & BIONICS 0-4 5

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

SPECIAL EQUIPMENT CHARTS


Each Sanctioned Psyker may pay 1S points and then
_
make D6-1 rolls on the Special Equipment Charts
~
=

f —Y. (except the Heavy Weapons Chart), the player may


\ choose which chart cach roll is taken on 3

),: -
%! ADDITIONAL EQUIPMENT x
a iS >
:
~¥ Mawr
\

-
um FORCE
FORC E
SWORD
ROD
:

0
)

Squads must fight in complete 10 man units


-
they may not be split up.

PSYCHIC POWERS BASIC EQUIPMENT STANDARD EQUIPMENT


- ’
iv
PSI LEVEL )
POINTS
:

ABILITIES'qS 1DG6 ABILITIES


MLITIE KNIFE OR COMBAT ACCESSORY SERGEANT LASPISTOL AND
MASTERY LEVEL | 3DG PSI 1D
p!

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 |

5 MENTAL BLOW LU WIND BLAST

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

Sanctioned Psykers must be attached to Command Sections; any number qa


may be attached to any Command Section 71717
ye
by id Br

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

Command Sections must be accompanied by an officer (Commander, TIWII1A 1d [lat] C1.

Captain or Lieutenant). SERGEANT 4131313 /3]1(3)1]7217217172


MAN 9
-ISENEREEENRNGSRERARARAL,
BASIC EQUIPMENT STANDARD EQUIPMENT
-
.

KNIFE OR COMBAT ACCESSORY MEDIC MEDIKIT, ENERGY AND ‘

FLAK ARMOUR \
PHOTO VISOR
BIO-SCANNERS, WEB
SOLVENT, LASPISTOL \ —
- Sy J

FRAG GRENADES SERGEANT


WR
RR
LASPISTOL 7 0
=F Ong, NY
re
>
CHAINSWORD
7

= 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.
)
-

Squads must fight in complete 10 man


Lc XN FZ
4
:
B-
units they -
&5ON [4]

may not be split


— i

up,

BASIC EQUIPMENT STANDARD EQUIPMENT


KNIFE OR COMBAT ACCESSORY SERGEANT LASPISTOL AND
FLAK ARMOUR CHAINSWORD
PHOTO VISOR 7 GUARDSMEN 2 LASPISTOLS EACH
FRAG GRENADES 2 GUARDSMEN PLASMA GUN
CRACK GRENADES

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
*

Guardsmen in a platoon armed with laser rifles. Each


grenade launcher is equipped with one grenade which is
® Alternative Armament loaded before battle and launched by a single charge of gas;
Certain weapons may be replaced with other weapons at the grenade launcher cannot be reloaded during the battle.
the points cost per squad listed below. The item replaced The grenade may be of any type that the Guardsman is
and its replacement must be the same throughout the entire carrying, chosen from the list below.
platoon.
ITEM TO BE
REPLACEMENT PTS/SQD
® Grenades and Missiles
REPLACED
The entire platoon must be equipped the same.
LASPISTOL*®
LASPISTOL*
CHAINSWORD
HAND .
FLAMER........
. . .. 5
10
LASPISTOL® BOLLE PISTOLY 10 GRENADES/ GRENADES/
. ovo hveie MISSILES PTS/SQD MISSILES PTS/SQD
KNIFE OR COMBAT
ACCESSORY CHAINSWORD 10 '10
........ ANTEPLANT. "PEASMAR™

. .
Joc ven ve
iii ER
vos
110
BOLT GUN
sve
LASGUN 5 10 RAD.
Au BLIND.
HERA
:

LAS-CANNON CONVERSION BEAMER. 0 C HOKE . 5 SC ARE GAS.


Rg
|

GRENADE LAUNCHER HEAVY BOLTER........ 0 CRACK GRENADE Sees . «10; CSMOKE,


v.00
: 5
GRENADE LAUNCHER CONVERSION BEAMER 35 CRACK: MISSILE: vs sve
50200
STASIS; orsign ene’
.
40
GRENADE LAUNCHER HEAVY PLASMA GUN.
.. 60 FRAG 10. STUMM. Reread
GRENADE LAUNCHER MULTI-LASER 25 0 ss
HALLUCINOGEN. 20
«oo
TANGLEFOOT......... 10
i

......
.

GRENADE LAUNCHER MULTI-MELTA 35 TOXIN GAS: 5


GRENADE LAUNCHER D-CANNON . 25
HAYWIRE.
KNOCKOUT.
. . ivvivivess 40.
8 VIRUS (1)%5
. occu vnviiis
110
.. . ..

=.%
0. 5

oi hien ore 5h

GRENADE LAUNCHER HEAVY WEBBER... 5 VORTEX (1)% 25


MISSILE LAUNCHER CONVERSION BEAMER. .... 20
MELTA-BOMB
PHOTON.
.

eo
400
102152 FOIE COST per grenade
Shas,
.

MISSILE LAUNCHER HEAVY PLASMA GUN. .


45
MISSILE LAUNCHER MULTI-LASER 10
MISSILE LAUNCHER MULTI-MELTA 20
MISSILE LAUNCHER D-CANNON . 10
MISSILE LAUNCHER HEAVY WEBBER
. ... 0 U-4 D
SQUAD
PLASMA GUN MELTA GUN 5
UU DC ' ' 1

*
An Assault Squad may replace both laspistols with the
same weapons or may replace each laspistol with a different

RQ )

weapon, paying separately for each weapon.

® 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

ADDITIONAL ADDITIONAL BASIC EQUIPMENT STANDARD EQUIPMENT


EQUIPMENT PTS/SQD EQUIPMENT PTS/SQD KNIFE OR COMBAT ACCESSORY SERGEANT LASPISTOL AND
FLAK ARMOUR CHAINSWORD
PLASMA GRENADE I VORTEX GRENADE...
.. 25 PHOTO VISOR 8 WHITESHIELDS LASGUN
VIRUS GRENADE. . .
.....
1
FRAG GRENADES 1
WHITESHIELD LAS-CANNON

158
Pn
IMPERIAL GUARD ARMY LIST

D-4 QUAD
DU ' ‘

FLING
M
slriwly
3l2]4l2l20als]s
%
A

N
ha ya
=X =
hy 2,

FEN ne” bh)


a ERS = oan
x

A= £

oy
=5E == SX 2
RS
hay Gog™
WN

\,

Ratling Marksmen Squads are not subject to normal platoon organisation


and may operate as independent squads
BASIC EQUIPMENT OPTIONAL UPGRADES
KNIFE OR COMBAT ACCESSORY Additional poison ammunition for
FLAK ARMOUR
PHOTO VISOR
sniper rifle at 2 points per type. All
Beastman Platoons consist of 1-4 Beastman Attack Squads and a Human
FRAG GRENADES types are race specific
Command Section; they are subject to the normal platoon organisation SNIPER RIFLE WITH TARGETER POISON TYPES PTSISQD
BASIC EQUIPMENT MESH ARMOUR 2 HAND WEAPONS ELDROTOXIN 2

STANDARD EQUIPMENT ORKOTOXIN 2


ORTHOTOXIN AMMUNITION FOR SLANOTOXIN
OPTIONAL UPGRADES SNIPER RIFLE TYRANOTOXIN
2
2
If an option is selected, all the Beastman Packmasters may replace one or both hand RODOTOXIN 2
Squads in the platoon must be upgraded and weapons with one of the following; the points FERROTOXIN 2
identically equipped Cost is per replacement HAEMOTOXIN 2
Beastman squads may be fitted with Frenzon
REPLACEMENT PTS/SQD
dispensers at § points per squad
POWER SHIELD AND FLAMER® 10
Beastmen may replace one or both hand 10
weapons with one of the following; the points
cost is per replacement for the whole squad
CHAINSWORD
SAWN-OFF SHOTGUN 10 0-4 PENAL BATTALLION SQUADS
PLASMA PISTOL 10

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

Penal Squads are subject to normal platoon organisation but no


Command Section is required. A force including Penal Squads must
include at least one Adeptus Mechanicus to control the explosive collars
BASIC EQUIPMENT OPTIONAL UPGRADES
EXPLOSIVE COLLAR
FLAK ARMOUR
The entire platoon must be
LASGUN identically equipped
ADDITIONAL EQUIPMENTPTSSQD
FRENZON DISPENSER 5

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 ©

Aforce including Human Bombs must include at least one Adeptus


Mechanicus to control the explosive barnesses
AR BASIC EQUIPMENT
EXPLOSIVE HARNESS FLAK ARMOUR

159
IMPERIAL GUARD ARMY LIST
dt

A character with the Special Equipment Charts optional


upgrade may only roll on the following charts if he does GRENADES AND MISSILES
not take the Standard Equipment option. Cost: 7 points per D100 roll
The number of rolls the character may make on each chart
is given in the army list. A set points cost is paid for each Grenades/ Grenades/
D100 Weapons D100 Weapons
D100 roll on a chart, regardless of the result. A character 47-48
01-12 Frag Stumm
not taking the maximum number of allowed rolls on a chart 13-25 Crack 49 Tanglefoot
cannot transfer unused rolls to another chart. Duplicate 26-28 Smoke 50 Toxin Gas
and unwanted equipment must be issued to other models 29-31 Anti-Plant 51-58 Haywire
or discarded - the character may not re-roll. 32-34 Blind 5965 Meclta-Bomb
35-37 Choke 66-72 Plasma (1)
To reflect their greater access to special and unusual 38-40 Hallucinogen 80-86 Rad
equipment, for some character models you may choose to 41-42 Knock-Out 87-92 Stasis
add a bonus to their D100 roll (or you may take the number 43-44 Photon 93-98 Virus {4)
45-46 Scare Gas 99 + Vortex (1)
as rolled). The bonus can result in scores over 100, and
the charts have been extended to allow for this eventuality. Except for rare types (quantity specified in brackets), enough
grenades or missiles are obtained to last the entire battle.
Character Type Bonus to D100 Roll
0 tisle, ee +5
CONMMIBSAN asia robe
he haa
RTT TT eR SA +10
RE
EQUIPMENT AND BIONICS
EC

CIDR
CET a INL
re Se
es Bs
LA
Se
Ph
SeSS
is
IN +20
+15
Cost: 5 points per D100 roll

Equipment & Equipment &


D100 Bionics D100 Bionics
STANDARD WEAPONS 01-10 Bio-Scanner 86-88 Bionic Arm
Cost: 3 points per D100 roll 11-20 Auxiliary Grenade 89-91 Bionic Ears
Launcher 92-94 Bionic Eye*
“% ©
Standard Standard 21-35 Energy Scanner 95-97 Bionic Legs
Weapon D100 Weapon 36-45 Displacer Field 98-100 Bionic Lungs
Shotgun 81-85 Gravion Gun 46-60 Refractor Field 101-105 Stasis Field
Needler 86-95 Plasma Gun 61-75 Conversion Field 106-110 Frenzon
96-105 Melta-Gun 76-85 Upgrade Jump Pack 111+ Powerboard
Auto-Gun
106-112 Shuriken Catapult
Lasgun to Flight Pack
Bolt Gun 113+ Combi-Weapon *

Flamer Includes targeter, bio and energy scanners.

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

Various vehicles and items of equipment require an Adeptus


Mechanicus or Servitor model to be included in the force SUPPORT WEAPONS
to act as the equipment’s custodian, ready to recite the SUPPORT WEAPONS
Litanies of Preservation should the equipment be damaged.
(points per weapon):
Such equipment will only be available if there are sufficient Support Weapon Points Custodian
Mole Mortar 50 Servitor
Adeptus Mechanicus or Servitor models in the force. The Thudd Gunn 50 Servitor
requirements for each type of equipment are given in the
Custodian column on the tables below - the requirements RAPIERS (points per Rapier):
listed are as follows:
Rapier Points Custodian
None: No Adeptus Mechanicus or Servitor model is Muiti-Laser 170 Servitor
required for this item of equipment. Multi-Melta 180 Servitor
Las-Cannon 220 Servitor
Servitor: One Adeptus Mechanicus model or one Servitor
model must be provided for each item of equipment. TARANTULAS (points per Tarantula):
Adeptus Mechanicus: One Adeptus Mechanicus model Tarantula Points Custodian
must be provided for each item of equipment. Grenade Launcher 80 Servitor
Heavy Plasma Gun 200 Servitor
A vehicle or vehicles must be provided for the Adeptus Heavy Bolter 80 Servitor
Mechanicus and Servitor models in the force, with enough Las-Cannon 230 Servitor
Missile Launcher 1o Servitor
seating capacity for all of the models. However, the Adeptus Multi-Melta 150 Servitor
Mechanicus and Servitor models do not need to ride in Conversion Beam 150 Servitor
these vehicles on the battlefield and the player is free to
deploy them as he wishes. A Tarantula has two identical weapons.
For example, you bave two Adeptus Mechanicus and four
Servitors in your force; you must provide at least enough
vehicles to seat six models, though this can be in any
comBgnation, such as six bikes, three bikes with sidecars, ROBOTS
a single Land Raider and so forth. Having included the 0-4000 POINTS
vehicles in the force, they can then be deployed as you wish 0-4 maniples of 4 robots at a cost of 0-1000 points per maniple
and need not actually be ridden by the Adeptus including the program,
Mechanicus and Servitor models during the battle.
ROBOTS (points per robot):
Crewmen must be provided for vehicles and support
weapons as listed in the Equipment Profiles. Crew may Robot Class Points Custodian
be supplied from Tactical Squads, Assault Squads, Adeptus Casteilan 149 Adeptus Mechanicus
Cataphract 190 Adeptus Mechanicus
Mechanicus or Servitors. Guardsmen crews must be Colossus 110 Adeptus Mechanicus
purchased in whole squads; any models surplus to Conqueror 160 Adeptus Mechanicus
minimum crew requirements are deployed as extra crew Crusader 170 Adeptus Mechanicus
on weapons of the player's choice. Due to their surgical Robots have programs selected from the following:
implants, Servitors count as two normal models for crewing
vehicles and equipment. PROGRAMS (points per robots):
Program Points
General Battle 35
VEHICLES Take and Hold 50
Defensive 45
MOUNT THE FORCE COMMANDER AND ANY Bombot 20

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

Only the commander of the force and any Commissars may


Item
TACTICAL EQUIPMENT
Bombot (10 maximum)
Points
5
Custodian
Adeprus Mechanicus
be individually mounted on vehicles.
Las-Cutter 35 Servitor
MOUNT ANY ONE PLATOON ON Phase Ficld Generator 50 Servitor
Teleport Homer (1 max) 20 Servitor
(points per vehicle):
Vehicle :
Points Custodian
Bike
Sidecar combination
805
140
None
None
Jet Cycle
Land Speeder
Moe None
200,00 Adeptus Mechanicus OFF-TABLE SUPPORT
Grav-Anack 240 Servitor
Rhino 370 | 5 Servitor 0-1000 POINTS
- Land Raider 750 75¢ Adepius Mechanicus Up to 1000 points may be allocated to supporting fire from
Predator 600° s¢¢ Adeptus Mechanicus beyond the battle-zone. See Off-Table Support for details of
The entire platoon must be mounted on the same type of vehicle. spotters and requesting support fire.

161
IMPERIAL GUARD ARMY LIST

The Sentinel is a one-man all-terrain vehicle, used by the


Imperial Guard. Originally designed as a light scout vehicle 0-12 SENTINELS
for reconnaissance and guard duty, the Sentinel is often at 120 points each with crew
pressed into battlefield service. Combining the mobility
of the Rough Riders with the firepower of a Dreadnought,
it is employed where mobile patrols must be mounted
across rough terrain, or where firepower must be deployed
rapidly in response to a threat. The Sentinel has also proved
very successful in raiding and surprise attacks, such as those
mounted by the 19th Confed Regiment under Commander
Mussby (also known as Mussby's Raiders) during the MUILTI-LASER
TARGETER
pacification of the Shendar Valley area of Vargan 3. FLAK ARMOUR
LASPISTOL
The Sentinel is armed with a compact multi-laser (plus
targeter) on a forward swivel mount, with a 90° forward
fire arc. The crewman is armed with a laspistol; he may
use this instead of firing the multi-laser (eg if the multi-
laser is destroyed - see the Special Damage Tables).
All the normal rules for walkers apply, except that the
Sentinel cannot walk underwater, as it is not scaled. It
ignores all terrain effects except woods, where it moves
at half rate, and water, which affects it normally.
The following box should be added to your Imperial Guard
Army List. Each Sentinel requires an Adeptus Mechanicus
or Servitqr as Custodian, though the Adeptus model need
not ride irffthe Senetinel.

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
-

D6 the ground and is destroyed.


Damage
1
Targeter destroyed: If the targeter has already been
destroyed, reroll on the Armaments table.
2 Overheating: The heat exchanger unit on the Sentinels Damage
power supply is destroyed, resulting in a serious heat build-
up. Roll a D6 at the start of each of the Sentinel’s following Multi-laser destroyed: The multi-laser cannot fire.
turns. On a roll of 6, safety overrides cut in and the Sentinel’s Power feed damaged: The Sentinel may only fire its multi-
motor shuts down; it may neither move nor fire. Keep rolling laser once more during the game.
at the start of each of the Sentinel’s turns; on a roll of 6, Targeter destroyed: If the targeter has already been
sufficient heat has been dissipated to allow the Sentinel to , reroll on the Equipment and Systems table.
function again, wild fire: The multi-laser’s triggering mechanism is
3 Power supply damaged: The Sentinel's movement rate is and it fires straight ahead in each of the Sentinel’s following
4
halved for the rest of the game.
Steering actuators damaged: For the rest of the game, the
shooting phases. Roll a D6 each time it fires: on a roll
the multi-laser burns out and is destroyed. of 6,
Sentinel moves at half its maximum rate (rounding down) in Targeting systems malfunction: The targeter is destroyed
a random direction. and the Sentinel suffers an additional -1 penalty to bit for
5 Power supply destroyed: The Sentinel may not move or the rest of the game.
fire its maulti-laser for the rest of the game. Power linkage ruptures: The power lines feeding the multi-
6 Explosion: The Sentinel explodes, destroying itself and its laser short out, and the resulting power surge burns out the
crewman, causing a $ 6 hit with D3 damage and no saving Sentinel's power transmission systems. It is effectively
throw for armour over a 2” radius. destroyed.

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

al same target, multi-melta (including targeter), auto- we


drive, auto-aim, communicator

:
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

CJECIOr SEATS, COMMUNICALoL, sensor package {bio-

scanner, energy scanner, rad counter), medi-pack

$ 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

ey EC 2:6 5 4 2 power swords, las-cannon, cortex, 1” power field, 160


[35 EO

EE
1
CONQUEROR Tap

dt
power field synchroniser
|
CRUSADER EEE

Rin Gua RE Te 4 1 2 power swords,


las-caniiot, cortex 170

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.

® THE HOME WORLDS _

The origins of the Squats, like those of other Abhuman


strains, lie in the Age of Strife, when warpstorms cut off
many areas of the Imperium. Even Terra itself was isolated
for a time, and the group of star systems known as the Home
Worlds were cut off from the rest of the Imperium for
several millennia,
The Home Worlds are in one of the oldest areas of Human
expansion. The planets have a surprising number of
common features - notably high gravity and a bleak,
inhospitable environment - which some scholars have
claimed are responsible for the development of the set of
mutations which define the Squat Abhuman strain.
The surfaces of the Home Worlds are invariably rocky and
barren, with few if any native life forms. Atmosphere is
either thin or non-existent, and where an atmosphere is
present the surface is lashed by violent storms.
Despite (or perhaps because of) their bleak, forbidding
nature, the Home Worlds are rich in mineral deposits these
-

were the main factor behind the early colonisation of the


planets. The richness of deep lodes, coupled with frequent
magnetic and radioactive storms, led the miners to develop
an underground culture. These underground settlements
were dependent on vast arrays of machinery to keep them
alive and to work their mines, and while physical strength
and resilience were still important, a compact, stocky build
was more practical than the normal Human frame in the
low tunnels and cramped machine-rooms. Thus developed
the two main features which distinguish Squats from
normal Humans: their mechanical aptitude and their short,
powerful build.
Guild Heavy Weapons Trike and Guild Biker

164
SQUATS ARMY LIST

The first age of Squat history proper is the Age of Isolation,


® THE HISTORY which corresponds to the earlier phase of the Imperial Age
of Strife, some eighteen millennia before the present. The
mining colonies which would later become the Squat Home
Despite the fact that the Home Worlds were cut off for Worlds were isolated from the rest of the Imperium by
millennia, an almost complete history of the Squats terrible warpstorms. So close, indeed, did these storms
survives, thanks to the painstakingly-maintained records come to the mining colonies that some planets and small
and chronicles of each Squat stronghold. Scholars of the systems were sucked into the seething Chaos and never seen
Administratum are still engaged in analysing the millions again. The severing of contact with Terra led to continual
of individual records from the Squat Home Worlds and shortages of fuel and foodstuffs, and the miners were forced
assessing their significance to the Imperium, but the broad to become self-sufficient, developing considerable technical
history of the Squats, divided into five ages, is common expertise in the process. The mining colonies became
knowledge. independent strongholds, trading amongst themselves and
sharing resources and discoveries. It was during the Age
The earliest of the Squat ages is the Age of Founding, which of Isolation that the Engineers Guild first developed as a
corresponds roughly to the Imperial Dark Age of social and political power within Squat society, and
Technology. During this period, the Squats had not emerged strongholds began to group together in Leagues formed
as a distinct race, and indeed some scholars argue that the by complex political and trading agreements.
Age of Founding should not be counted as part of Squat
history. This is the age, some twenty millennia before the
A slight abating in the
warp storms led to encounters with
present day, when the first mining colonies were established alien races in the Age of Trade. While the rest of the
on the Home Worlds. Contact with Terra was almost Imperium was still locked in the wars of the Age of Strife,
constant, and the Home Worlds were well-supplied for their the Squats made contact with both Orks and Eldar. At the
task of winning mineral wealth from the bleak planets. beginning of the Age of Trade, some strongholds were
attacked, but the aliens quickly realised that the Squats were
determined and tenacious fighters, and that trade was a
more practical arrangement. The Squats took full advantage
The Squats have advanced our cause considerably of their tremendous mineral wealth, which they traded for
‘over the millennia. On no other of worlds bas weapons, foodstuffs and high-technology systems. To this
group
so much Dark Age technology survived, not so much day, Squat hydroponic plants, developed with Eldar help,
are among the most efficient food sources in the Imperium.
~~

The Squats remained carefully neutral in the numerous


Morgin Harad, Adeptus Mechanicus conflicts between Eldar and Orks, maintaining trade links
with both sides. There were inevitably small wars from time
to time, but for the most part the Squats’ complex structure
of treaties and trade agreements maintained a stable peace.

Defending a stronghold against the Ork invasion

165
SQUATS ARMY LIST

Warlord and Hearthguard making a beroic stand against the Eldar


C4

a)
3

The Age of Trade lasted for nearly three millennia, but


finally collapsed when an enormous Ork battle-fleet, under
the command of Grunhag the Flayer, attempted a full-scale
invasion of the Home Worlds. Losses on both sides were
astronomical, with vicious tunnel-fights through the mine
workings and bloody pitched battles in the Squats’
underground settlements. The Squats appealed to their
Eldar trading partners for help against the invading Orks,
but none was received.
The Age of Wars, as it became known, is regarded by the
Squats as the blackest chapter in their history, and the
double betrayal by Orks and Eldar gave rise to a cultural
enmity which still persists. Many strongholds were wiped
out by the Orks, and the traditional epic ballad known as
The Fall of Imbach commemorates one such destruction.
Even today, expeditions are mounted from the Squat Home
Worlds in search of lost strongholds, and these expeditions
are often accompanied by Adeptus Mechanicus personnel,
eager to rediscover lost Squat technology.
The final phase of Squat history is the Age of Rediscovery,
which continues during the present day. As the Imperium
recovered from the Age of Strife and began to re-unite the
scattered worlds of Humanity, the Squat Home Worlds were
rediscovered and contact with the Imperium was
re-established.
The Imperium found that a distinct culture had developed
on the Home Worlds, and that the Squats had moved
outwards through the galaxy, extending their domains.
Often they settled harsh planets similar to their own Home
Worlds, but they also occupied more conventional worlds
able to support normal Human civilization.

166
SQUATS ARMY LIST

Commit to: Imperial Record SQW17/251


Inquisition INR 42/309
Cross file to: Early Colonies AE
Human Mutation RC
The Squat Home Worlds are almost unique in the Imperium, Lost Technology AM
as they are not directly controlled by the Administratum. Planctary Ref: Terlaken B3 Svyz sytem
Instead, they are allowed a certain amount of autonomy, Input Ref: Inquisitor Keeler 324701
Input dated: 5709722 M34
being ruled by their strongholds and Leagues just as they Input clearance: Rogue Trader Dausen
were before the Age of Rediscovery. The experiences of Thought for the Day: Walch for the Mutant
the previous millennia has left the Squats with a strong sense
We have made contact with descendants of Human mining
of cultural unity and a fiercely independent nature, and colonies lost in the Age of Strife. The whole population
instead of rejoining the Imperium as subject worlds, the shows mutation, namely reduced height and powerful build.
Home Worlds negotiated a series of treaties which enabled Orders for termination are suspended pending your reply.
them to keep their independence. The racial character of I
respectfully submit the following points for consideration:
the Squats - hard-working, tenacious, honourable, and 1
The colonies have, and continue to produce,
inimical to alien races - is almost perfect from the Imperial considerable mineral wealth. Detailed turnover reports
point of view, and the Imperium is content to allow them are enclosed: ref 32/4711.
a great degree of self-government. 2 Local records mention several other systems nearby and
identically populated. Astrographical data and facsimile
In exchange for their comparative freedom, the Home records: ref 32/4722.
Worlds provide troops for the Imperial forces, and trade 3 Widespread survival of Dark Age technology;
their mineral wealth exclusively with the Imperium - trade indications are that this is a general trend. Recovered
STC material: ref 32/4737.
that has made the Squats a wealthy race. They also 4 Mutation is stable and breeding is true. Interim
undertook at the start of the Age of Rediscovery to allow assessments of genetic damage: ref 32/4766.
the Adeptus Mechanicus unrestricted access to their
Request a full Inquisition reserach team to evaluate these
technology; it is significant that the Squat Home Worlds worlds and advise on what is to be done with them.
have a higher incidence of working Standard Template
Construct equipment from the Dark Age of Technology - the bistoric communication which beralded
than any other group of worlds known to Humanity. the rediscovery of the Squat Homeworlds.

The Squats rule themselves in all internal affairs, but are


expected to follow Imperial policy on wider matters, There
has never been any conflict on this point, largely because
Squats as a race are not greatly interested in what goes on To the shame of the Squat race, there are many strongholds
beyond their strongholds and Home Worlds - their long
and Brotherhoods who have sided with Chaos. During the
period of isolation has made them an inward-looking race. wars of the Horus Heresy, Squat forces fought on both sides,
Perhaps the most surprising aspect of the relationship and inevitably some fell prey to the corruption of Chaos.
between Squats and the Imperium is that Squats do not Like the other followers of Horus, these have now largely
follow the Imperial cult. Instead, they practise a form of been banished to the Eye of Terror, but there are always
ancestor-worship, venerating the dead of their clan and rumours of isolated groups of Chaos Squat raiders in various
their family. Every Squat joins his ancestors on his death, parts of the Imperium.
adding his honour to that of his forebears, but a part of
It has even been rumoured that some of the strongholds
his name and his honour remains with his living
which were lost to the warpstorms in the Age of Isolation
descendants, forming a constant link between the living
and the dead. Squats are very careful to ensure that their may have survived, their horribly-mutated inhabitants
deeds in life will add to the glory of the clan and its raiding into the Imperium from time to time.
ancestors; they guard their reputation fiercely, and will go
to great lengths to blot out a disgrace to their honour or
the honour of their clan.
When Squats serve alongside the Imperial Guard, they
The Squats are the most Human-like of the Abhuman races,
adopt certain aspects of the Imperial cult, incorporating standing about two-thirds the height of normal Human
2

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

resources, either to fight for the Imperium or to other


strongholds. As war is an honourable profession for a Squat,
these mercenary adventures are rarely resented - indeed,
they are regarded as an integral part of every Squat’s life.
Squat society is based on the stronghold. A stronghold may
be a surviving mining community from the original On occasion, unscrupulous or incompetent Squat Lords
colonisation, or a so-called newhold, founded when the have sent Brotherhoods into impossible situations,
race expanded during the latter part of the Age of Isolation especially in the inter-League squabbles which were
and the early part of the Age of Trade. widespread during the Ages of Isolation and Trade. This
problem has been largely resolved by the practice of placing
Strongholds are self-contained, autonomous communities, one of the Lord's close relatives - known as a Warlord - in
ruled by a hereditary Squat Lord and an aristocratic class command of the Brotherhood, ensuring that no undue risk
known as the Hearthguard. They are comparable to the is taken and that the honour of the stronghold is not
city-states of early Terran cultures, and a great number of compromised.
strongholds may coexist close together.
Some particularly adventurous Lords may send out their
Strongholds join together into Leagues for mutual defence, stronghold’s Brotherhood on expeditions, regarding these
trade and other dealings with the Imperium. A League may as little more than an extension of their other business
vary in size considerably; the League of Emberg, for activities. The term ‘expedition’ is rather loosely defined,
instance, consists of four strongholds, while the powerful and these ventures can range from a search for a stronghold
Kapellan League is made up of over three thousand. Each that was wiped out in the Age of Wars, to an expansionist
League is ruled by a High Council, comprising the Lords action against alien races, to a full-blown campaign of
of each member stronghold. The High Council debates all piracy. Some Brotherhoods have turned to buccancering
matters which affect the League as a whole, and ratifies as a profession, amassing wealth for an honourable return
trade and other agreements on behalf of its member home, the booty being distributed between the pirates
strongholds; it also serves as a court of appeal for cases themselves and the Lord of their stronghold. Squat Reavers,
which involve the death sentence. as they are known, are strange by normal Human standards
There is no formal organisation between the Leagues on - their single-minded attention is directed purely on
any Home World, although they maintain constant financial gain, and they will attack any worthwhile target
communications and act together in time of war. with grim and implacable resolve, but completely without
prejudice or malice.
In the Age of Rediscovery, the Squat Home Worlds have
undertaken to provide the Imperium with a tithe, which
takes the form of Brotherhoods being sent to serve with
Traditionally, each stronghold centres around a mine and the Imperial Guard, or indeed as complete Squat forces
the underground settlement associated with it, although under the Imperial banner. Space Marines are noted for their
as the race expanded in the Ages of Isolation and Trade, intolerance to Abhuman races, whom they see as tainted
different types of world were colonised by the Squats and and genetically impure, and the Administratum will not
some strongholds are not associated with mining activity. generally post Squat troops to areas where they will be in
close contact with Marines.
Each stronghold is ruled by a hereditary Lord, who is
supported by a powerful body of retainers known as the
Hearthguard. It is the Hearthguard which provides the elite
core of a Squat military force, as well as providing servants
and advisors to the Lord himself. When the Lord takes to
the battlefield in person, the Hearthguard fights as a unit
under his command. In most strongholds, the Hearthguard
has become an aristocracy, composed of a limited number
of families or clans.
The prinicpal military force of a Squat stronghold is its
Brotberbood or War-Brethren. Each Squat has an obligation
of military service to his stronghold, and can be called to
serve for a period of 30-70 years in the Brotherhood.
However, because Squats live long and breed slowly, a
tradition requires that a Squat may not be called to the
Brotherhood until he has sired and raised two sons to
maturity, which in Squat terms is the age of 70 Terran
Standard years. Thus, the continuity of the race is not
threatened by its military activities.
When his period of service has expired, a Squat returns
to his stronghold with honour (and hopefully not a little
wealth). He then takes up a position of responsibility in
his family’s business, having reached full adulthood by
virtue of his military experience.
Although the Brotherhoods are the main defence forces
of the strongholds, they are far better known for their
mercenary activities. In time of peace a stronghold’s
military forces are traded in the same way as its other

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 :

traffic between strongholds in mechanical supplies and


techniques. From this traffic arose a distinct class of
“well, S97 our
spare ant o's have look at the
travelling engineer, moving constantly between
strongholds, spreading knowledge and solving technical theSquat peered into the casing
problems. The Guild arose to protect these individuals, who
often found themselves caught up in inter-League wars a
long way from their native strongholds.
The Guild soon developed into a real power throughout
“Now, then,’ continied the Squat,
as to the Adept,
controls attached to a hina
““Hydroplastic power transmission,

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

The Guild is by no means as rigidly structured as the


mainstream of Squat society. Ability counts for everything,
and age, birth and background are of no account. The Clothing, equipment and vehicles tend to be marked with
the symbol of the Lodge rather than that of the Guild,
Engineers see themselves as unencumbered by petty although all Squat Engineers wear the Guild symbol of a
traditions, while most stronghold Squats would describe hammer as a pendant. The technical jargon of the Engineers
them as disorganised and anarchic.
Guild varies slightly from Lodge to Lodge; an Engineer from
The Engineers Guild is sub-divided into a number of Lodges, one Lodge can make himself understood by a member of
each with its own leadership, symbols, customs and rituals. another Lodge if he wishes, or can make use of his Lodge
dialect so that an outsider cannot understand him when
he discusses technical matters.
Each Squat stronghold has an enclave of Guildsmen, even
though individual Engineers come and go as they please
or as the Guild orders. The Engineers renounce all
stronghold allegiances on joining the Guild, and do not
mix a great deal with the other Squats of a stronghold.
Sometimes, an Engineer may leave the Guild and join a
stronghold through marriage - even so, his sons will almost
certainly join the Guild in their turn. And while Guild
members may attach themselves to a particular stronghold
for years or even generations, they move on at will, and
owe their true allegiance to the Guild alone.
Squat Engineers have a very characteristic appearance,
which to Human eyes seems to contradict the high esteem
in which they are held by the rest of their race. They wear
no helmets and their hair is grown long, being either tied
or greased back. They favour well-worn leathers and other
hard-wearing working clothes, with tough monkey boots,
usually scuffed by the constant knocks and battering they
take. Many Engineers add bandanas and mirror shades or
goggles to their outfit, often jauntily pushing their goggles
up onto their forcheads. They travel light, not generally
bothering with anything they cannot carry on the bikes
and trikes which are as much a status symbol as a means
of transport.
Because of their wandering lifestyle, Engineers are more
adventurous than the bulk of Squats, are often found serving
with Brotherhoods on the battlefield, or even hiring
themselves and their machines out on a mercenary basis,
working throughout Imperial space and beyond. Individual
Squat Engineers with impressive reputations may be directly
recruited by the Imperium, and some have been known
to reach senior positions within the Adeptus Mechanicus.
Guildmaster repairing crippled robot

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

Ancestors often accompany the Brotherhood in battle,


ANCESTU
Liv I

The typical lifespan for a Squat is about 300 years. A small


providing defensive psychic support and advising the
Warlord.
proportion of the population, however, reaches the age of
400, and once a Squat has lived this long, his chance of
longevity is drastically increased - lifespans of 800 years
are common among this group, and there are some
individuals whose true age can only be guessed at.
This small proportion of the Squat population which lives
to great old age is treated with enormous respect, being
known as Living Ancestors or Spirit Lords; they are treated
as living members of the ancestor group which forms the
basis of Squat religion. Their long lives have filled them
with wisdom, and they are their Lord’s most respected and
trusted advisors.
Also, at about the age of 500, certain physiological changes
begin to occur. As age begins to sap their speed and strength,
they develop an incredible degree of mental and physical
resilience, along with certain psychic powers. The fact that
psychic powers are practically unknown amongst other
Squats makes the Living Ancestors doubly venerated. These
psychic powers come from their spiritual closeness to the
dead ancestors of their clan, which they tap as a source
of psychic energy. Their strength as psykers is directly
related to the prestige and honour of the stronghold’s
ancestors, and the higher the status of the ancestors the
more powerful are the Living Ancestors.
When a Squat reaches Living Ancestor status, he surrenders
his name and his goods to his descendants, just as if he had
actually passed on. A funeral ritual is held by his clan, and
the new Living Ancestor goes to live with others of his kind.

170
SQUATS ARMY LIST

To guard against the misuse of Brotherhood troops by


Squat forces may be found on the battlefield in a number unscrupulous stronghold Lords, a Brotherhood force is
of circumstances. always led by a close relative of the Lord, known as the
Warlord. Under his personal command is a unit of the
They may be serving with Imperial Guard forces or the Hearthguard, drawn from the Lord's loyal retainers, who
forces of a Rogue Trader, to take part in an Imperial conflict form an aristocratic class in the stronghold.
as part of their Home Worlds’ tithe of service to the
Imperium. As well as using single Brotherhoods to fight The Hearthguard is a warrior elite, and their status is
alongside other Human and Abhuman troops, the reflected in their fondness for lavishly-ornamented gold
Imperium uses complete Squat armies to impose its will. jewellery. Belts, buckles, chains, pieces of armour and even
weapons are decorated with traditional designs in gold and
Squats may be fighting on their own account, defending other precious metals, and a Hearthguard's prowess is
their stronghold or taking part in an inter-League dispute displayed in the form of these decorative items.
or other local conflict - given the volatile temperament of
most Squats, it is not unusual for Brotherhoods of adjacent It is traditional for a Lord to present a Hearthguard with
strongholds to go to war, fighting for territory, mineral a gift in recognition of valour and loyalty, which is nearly
wealth or over some slight to the honour of the stronghold. always specially made - sometimes by the hand of the Lord
himself, the highest of honours - and is often decorated
They may have been hired out by their Lord as a mercenary with scenes of the event which it commemorates. These
force to serve in some foreign conflict, although they will
trophies are handed down from father to son, and a leading
not generally serve alongside Orkoids or Eldar unless they member of a long-established Hearthguard family can be
have turned to Chaos. Squat mercenaries can also be found expected to take the field resplendent with priceless antique
serving with Imperial forces, or with other Squats - it is jewellery. Unlike the normal Squat principle of succession,
traditional for Lords to hire their forces back and forth to where everything passes to the heirs on a Squat’s death,
serve in each others’ conflicts. a Hearthguard cannot inherit his dead father's jewellery
They may have been sent out as Reavers by their Lord, or and trophies until he has won his first trophy on his own
may have taken to buccaneering of their own accord. account; he then inherits his father's name, along with his
full panoply of jewellery and equipment. The adopted
Regardless of the circumstances, the Brotherhod name of a Hearthguard commemorates the greatest deed
organisation remains the same. of his father, and will remind him and his companions of
There are four main troop types in any Squat force: the his ancestor's fame.
Hearthguard, the Brotherhood, the Engineers Guild and Because of their richly decorated equipment and other
Living Ancestors. trophies, the Hearthguard are very individual in their
appearance, and do not wear any kind of uniform. Each
Squat’s equipment and jewellery tells of his own deeds and
those of his forebears, and the Hearthguard vie with each
other in the distinctiveness and splendour of their
appearance. Archaic and mediaeval styles are very popular,
with lavish decoration in traditional patterns. It has often
been remarked that a Warlord and his Hearthguard on their
motorbikes bear more than a passing resemblance to the
armoured knights on horseback who may be found in many
mediaeval cultures.
Rather like the knights of mediacval worlds, Warlords and
Hearthguard often have magnificent suits of exo-armour,
all-enclosing, sealed and self-powered environment suits
built for them by the Engineers Guild. Like other
Hearthguard equipment, exo-armour is handed down from
father to son, and is perhaps the proudest status symbol
of the Squat military aristocracy.
One detail which is common to the whole of the
Hearthguard is the stylised image of a Squat face, which
appears on armour, helmets, pendants and other pieces of
jewellery. This is an image associated with Squat ancestor-
worship, representing the spirits of the ancestors watching
over their descendants.

Ne

17
SQUATS ARMY LIST

The bulk of Brotherhood's troops are those who are


a
referred to simply as ‘Brotherhood’. These troops lack the
individuality of the Hearthguard, wearing the colours and
insignia of the Brotherhood as a uniform. Squats prefer
muted colours reminiscent of the rocks and sands of their
Home Worlds: browns, greys and greens are popular in
Ri
~
:
is
as
natural

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

Warlord and Heartbguard attack at the bead of a Brotherhood

172
SQUATS ARMY LIST

Living Ancestors take the field in small numbers with Squat


forces, drawn from either the stronghold or from the
Engineers Guild, to provide sage advice for the leaders and
psychic support for the warriors. Their psychic abilities
concentrate on defence, but they are by not entirely
incapable of attack. Living Ancestors are distinguished by
Squats are extremely tough, strong-boned and resilient, and
their high-collared robes, with collars rising above their they able to carry a considerable weight. A Squat can carry
heads, and their ornate neck-chains.
up to 2" movement penalty’s worth of heavy equipment
Living Ancestors from the same stronghold always have without penalty. Despite this, the difficulties of life on the
the same level of power. Their psychic energy is directly high gravity Home Worlds has influenced the design of
tapped from the stronghold'’s ancestor spirits, and their Squat equipment and they always build in the normal full
power varies with the prestige and status of these spirits. requirement of suspensors to offset movement penalties
simply by force of habit. The points value of these has been
taken into account in the lists. Targeters, however are not
widely used by Squats.

Squat Brotherhoods vary widely in the styles of banners


and standards they employ, but a Brotherhood will almost Squat Warlords and their Hearthguards have from time
always carry its own banner into battle, and sometimes the immemorial worn finely-wrought breastplates and helms,
banner of its home stronghold as well. It is 2 common decorated with ancestoral faces. In ancient times,
practice to mount these standards on bikes. breastplates would have been crafted from simple beaten
metal plate. These much-cherished items of war panoply
Stronghold banners are largely heraldic, bearing the symbol
of the stronghold and sometimes a motto or slogan have continued in favour in the more technically advanced
Brotherhood banners tend to be more elaborate, with a form of carapace breastplates, still decorated with
central picture surrounded by ornate borders containing traditional ancestor images.
battle honours and slogans. The picture may be of the Carapace breastplates and helms give a basic saving throw
Brotherhood's most famous exploit, or a design such as of 5 or 6 on a D6. Wealthier Warlords and Hearthguards
a Squat braining an Ork or Eldar with a hammer. tend to replace their carapace armour for exo-armour.
Brotherhoods in Imperial service may be presented with
Imperial banners like those of the Imperial Guard. They
may use the Imperial banner instead of, or as well as, their
® SQUAT EXO-ARMOUR
stronghold banner - but are unwilling to part with their Exo-armour combines features of both power armour and
Brotherhood banner. dreadnought armour. The extensive protection it affords
The Engineers Guild has its own standards, which feature the wearer is especially useful when fighting in confined
the central motif of the Guild hammer or a Lodge symbol. spaces where movement is restricted and it is difficult to
Guild banners are decorated to a lesser degree, and tend avoid concentrated enemy fire. Exo-armour is thus greatly
not to be as elaborate as those of the Brotherhoods. favoured by the Squats, who often find themselves in
combat in subterranean tunnels or chambers and who are
not noted for their agility. Exo-armour also serves as a
hostile environment suit, and the barren surface of the
Home Worlds has certainly stimulated the developement
of this form of armour by the Squats. Squat armourers are
adept at forging rather striking exo-armour, usually
embellished with the visage of a Squat Ancestor Spirit.
These finely wrought suits of exo-armour become the
prestigious war panoply of great Lords and their
Hearthguards.

Special Rules for Squat Exo-Armour


Movement: There is no movement penalty for wearing
the armour.
Saving Throw: Squat exo-armour has a saving throw of
2,3,4,50r6.
Armament: Squat exo-armour incorporates standard
integral armament of power axe and bolt gun. These
integral weapons are fitted so as to be used one-handed.
The bolt gun always has a targeter, and a suspensor to offset
the targeter's movement penalty.
Other Features: Squat exo-armour is also a hostile
environment suit and includes a communicator and
respirator as standard
Exo-armoured Heartbguard tunnel-fighting with Orks

173
174
HE Ga
dE ARE

175
SQUATS ARMY LIST

The following profiles should be used for Squat bikes and


trikes:

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

Guild Heavy Weapon Trike Teams have a well-deserved


reputation for highly mobile hard-hitting tactics. Their Fleld-stripping

favored method of going into action is reminiscent of


Napoleonic horse artillery: the trikes advance at speed
towards the enemy and skid tum in a semi-circular arc to GD
present the rear of the trike to the enemy. The gunner then
opens fire and the trike remains ready to move off in
another direction without delay. The exceptional skill and
bike control required for this manouvre is typical of the
Trikers of the Guild of Engineers. Enemies and allies alike
have observed and reported this tactic in action with
Squats have natural aptitude with technology and
incredulity and amazement. machinery. All Squats are technically proficient and able
To represent this manoeuvre, the trike may move towards to adequately maintain their own equipment. Unlike other
the enemy up to its maximum Movement allowance. At the forces of the Imperium, Squats are not dependant on
point at which the crew wish to fire, or at the end of the Adeptus Mechanicus Techpriests because Squat Engineers
full move distance, the trike is immediately swung around are able to repair damaged equipment and fulfil the same
using the skid turn template so that the rear of the trike role as Techmarines in Marine forces.
faces the target. This manoeuvre imposes no fo bit penalty. When a vehicle has received special damage resulting from
The gunner may fire from this position and the trike may a critical hit, a Squat Engineer may attempt to restore the
then continue to the end of its move. It may even repeat vehicle's functions. Engineers cannot deal with damage to
the same manoeuvre next turn if desired. a vehicle's crew or the complete destruction of a vehicle,
but may deal with any other damage. To represent this, roll
a D6 when the Engineer arrives at the vehicle. On a score
of 6 the damage is repaired and the machine will function
again next turn. On a score of 1, the vehicle is damahged
beyond repair and the Engineer will content hitnself with
salvaging a few small mechanical items of interest. On a
score of 2-5, roll again next turn - the Engineer is engrossed
To skid right, place the front wheel of the trike in attempting to repair the machine.
against A and move the trike round the
template until the front wheel reaches B. To
skid left, place the front wheel against B and
move the trike round 10 A. The trike ends its
move facing away from the enemy.

SKID TURN TEMPLATE


Photocopy the template, stick to card and cut out.
Commissars and Adeptus Mechanicus Techpriests
The skid turn is an extremely difficult manoeuvre which sometimes accompany Squat forces into battle, always
involves spinning the wheels in reverse during the few associating with the leader of the force on the battlefield.
seconds of the turn, while the gunner lets off a shot. There The Imperium continues to observe and collect data on
is a definite element of risk to this action even when the Squats and often uses Commissars for this role. Since
practised by the skilled Guild Trikers and each trike must the Commissar is present in a purely advisory role and not
make a control test on attempting the skid turn. Rolla D10 to enforce discipline, he does not shoot Squat personnel
for the trike before it makes the turn. If the score is 1, the for retreating. Similarly, the Adeptus Mechanicus is
trike overturns at full speed without completing the turn fascinated by the apparently natural technical expertise of
or firing- the team
are thrown off and slain. Any other score
means that the manoeuvre is successfully carried out.
the Squats and the Techpriest is present as an observer to
learn more about Squat skills on behalf of the Imperium.

176
SQUATS ARMY LIST

Squat forces are composed according to the following


conditions:
1. A Squat force must consist of one or more complete
Brotherhoods.
2. A Squat force always consists of complete
Brotherhoods whether it represents a Squat army or
a Squat ally contingent in another army.
3. ASquat force may include a complete Engineers Guild
Expeditionary Force as an alternative to a Personalities may add the following bonuses to their D100
Brotherhood. rolls on the Special Equipment Charts to increase their
choice of items and bring the more unusual items within
their range. They use the same Special Equipment Charts
as Space Marines and the Imperial Guard.

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

Brotherhood Weapon Teams


Guild Weapon Teams | 20
70
+
+
weapon
weapon Squat forces in Imperial Service may have:

0-3 *
Living Ancestors
Only available if at least 1
190 each

Guild Bike Squad present.


1
Human Commissar per Brotherhood
at 45 points each
1
Techpriest per Brotherhood
The minimum points value of a Squat Brotherhood is 765 at 10 points each
points. This includes the Warlord, Hearthguard and 3
Combat Squads without any additional equipment or
optional upgrades, and with the Warlord and Heartguard
The Techpriest can
Mechanicus.
eitherbe a Human or a Squat Adeptus
as Champions.

® 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

® TRAITOR SQUATS Chaos Rewards


Traitor Squat Warlords and Guildmasters may have up to
Traitor Squats are regarded with disdain and loathing by D6-4 Chaos rewards each.
other Squats for bringing shame on the whole of the proud These may be generated from the general Chaos Rewards
Squat kindred. Table or from the Rewards Table of their patron Chaos
Squats may be converted into Traitor Squats serving one Power (see Slave to Darkness and The Lost and the
of the Chaos Powers by simply applying the following Damned).
provisions to the standard Squat list.
Equipment
Profiles Traitor Squat Warlords or Guildmasters may have up to 3
Due to their association with Chaos and its degenerating rolls on the Arms of Chaos Chart at 50 points per roll.
influence on the otherwise impeccable Squat mentality,
Traitor Squats suffer reduced characteristics. Leadership,
Intelligence, Cool and Will Power arc all reduced by -1.
Traitor Squat Allies
These reduced characteristics are not optional and profiles Traitor Squats may spend up to 25% of their points on allies
from any of the following army lists:
given in the lists should be amended accordingly for all
Traitor Squats. An amended Traitor Squat basic profile is
given below. Any Traitor Legion
Chaos Renegades
SITIWiTiAiLd int]cl|WP Chaos Cultists
PROFILE: ~~ | |
M

Orks
TRAITORSQUAT |3 |4|3|3fdf1f2(1[8 6/88

Do not think we bear you any ill-will. You were


Chaos Attributes simply in the right place at the right time - or the
Traitor Squat Squads may choose to have up to D6-4 wrong time from your point of view.
personal Chaos attributes per squad.
Traitor Squat personalities may choose to have up to D6-3
personal Chaos attributes per character model

178
SQUATS ARMY LIST

WARLORD AND 4 HEARTHGUARDS


at 120 points
WARLORD 4 HEARTHGUARDS
)

Miwsisis
J

M riwitfaluimia IT IW [1 {A[Ld [int] CllWP]


CHAMPION
3isl4l4/41|3[1]/9f719]l09 |[HERO
CHAMPION
31514441 (3/1l917191]9
|[MAJORHERO
HERO
316/51415/2/4/2]10/9 [10]10] 3i6|sl4fsl21412/1w0]/9
10]l10
[3 [71614 151315/3/10/9 [10]10] [MAJORHERO _ |3 171614 |5131513/10/9
[10/10]
The Heartbguards must accompany the Warlord. This means that the
5 models are treated
as a single indivisible unit with regard to unit
coberency rules. The Hearthguards can be of any level the player wishes.
This means that the unit may include a mixed
group ofpersonalities
of various levels
The basic points value includes the points values of
Champion
Heartbguards. Add + 50 points to the basic value for each Hero chosen,
and + 80 points for each Major Hero chosen.
BASIC EQUIPMENT
CARAPACE BREASTPLATE & HELM
PHOTOAINFRA VISORGOGGLES CRACK GRENADES
2 LASPISTOLS MELTA BOMBS
KNIFE

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

BASIC EQUIPMENT BLIND I SMOKE v


CARAPACE BREASTPLATE & HELM FRAG GRENADES CHOKE Yi STASIS Yi

PHOTO/INFRA VISOR/GOGGLES CRACK GRENADES HALLUCINOGEN 2 STUMM %


KNIFE MELTA BOMBS HAY WIRE 4 TANGLEFOOT 1

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

CHART CLOSE COMBAT WEAPONS 0-2 3

STANDARD WEAPONS HEAVY WEAPONS 01 so


0-1 i GRENADES/MISSILES 7
CLOSE COMBAT WEAPONS 0-2 3 0.2
HEAVY WEAPONS EQUIPMENT AND BIONICS 0-4 5
0-1 so
GRENADES/MISSILES 0-2 7

EQUIPMENT AND BIONICS 0-4 5


OPTIONS

OPTIONS SUBSTITUTE 2 BOLT PISTOLS FOR 2 LASPISTOLS FREE


BIKES OR TRIKES FOR 4 HEARTHGUARDS 2800
BIKE OR TRIKE FOR WARLORD 70 if The Warlord is mounted; all the Heartbguard must be mounted. If the
If the Warlord is mounted then all the Hearthguard must be mounted. Hearthguard are mounted; the Wariond must be mounted,
POWER FIELD FOR BIXE/TRIKE 20 POWER FIELD FOR BIKE/TRIKE 20 EACH
Power field (1" radius) protects bike or trike and its rider, and includes a power Power field (1* radius) protects bike or trike and its rider, and includes a power
Sield synchroniser Sield synchroniser

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

COMBAT SQUADS at 215 points per Squad BROTHERHOOD WEAPON TEAMS


SQUAD LEADER AND 7 TROOPERS BROTHERHOOD SUPPORT WEAPON
WITH TEAM OF 2 SQUATS
WiEi4
11211

The most notable aspect of Squat Combat Squads is their ability to


deploy any number of beavy weapons. In this respect they are unique A Brotberbood Weapon Team costs 20 points plus the value of their
among the basic tactical forces of the Imperium. weapon. The costs of a team plus weapon are listed by weapon type
BASIC EQUIPMENT below.
FLAK ARMOUR FRAG GRENADES BASIC EQUIPMENT
PHOTOVINFRA VISOR/GOGGLES CRACK GRENADES
PHOTO/INFRA VISOR/GOGGLES
KNIFE MELTA BOMBS

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
. .. .

RAPIERS PTS/WEAPON (WITH FRAG, CRACK AND


EQUIP ENTIRE SQUAD WITH ANY OF THE FOLLOWING GRENADE TYPES: MULTI-LASER 200 MELTA GRENADES)
GRENADES PTS/SQUAD GRENADES PTS/SQUAD MULTI-MELTA 210 HEAVY PLASMA GUN 220
ANTI-PLANT +s domes: A SCARE GAS A 3 L] LAS-CANNON.
. .. p
240 HEAVY BOLTER........ ..
100
BLIND.
CHOKE
.

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

HAYWIRE. LAS-CUTTER 5s MELTA MISSILES)


MANTA4
c
|

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). . -

ADDITIONAL GRENADEMISSILE LAUNCHER AMMUNITION:


RAD 5 o
32
la

OPTIONS
You can make up to 2 rolls per Ta on the Grenades/ Special 5s

Equipment Chart for extra Grenade Launcher


or Missile Launcher ammunition
EQUIP ANY OR ALL TROOPERS WITH: CHART ROLLS PTSROLL
EQUIPMENT PTS/MODEL EQUIPMENT PTS/MODEL GRENADES/MISSILES 2 7
HEAVY BOLTERS 2 BOLT PISTOLS
INSTEAD OF LASGUN....... 15 INSTEAD OF LASGUN.
2 LASPISTOLS
ADDITIONAL EQUIPMENT
CHAINSWORD
INSTEAD OF LASGUN 0
EQUIPMENT PTS To protect weapon and team members;
EQUIP ENTIRE SQUAD WITH: POWER FIELD (1" RADIUS). ...
20 includes power field synchroniser.
EQUIPMENT
REPLACE LASGUNS WITH BOLT GUNS
EQUIP 1
TROOPER WITH | OF THE FOLLOWING HEAVY WEAPONS
INSTEAD OF A LASGUN:

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.
... ..

POWER SHIELD . SAWN-OFF SHOTGUN. .

POWER SWORD. AUTO-PISTOL

EQUIP LEADER WITH 1


OF THE FOLLOWING INSTEAD OF LASPISTOL
AT NO EXTRA COST:

BOLT PISTOL SWORD STUB GUN


NEEDLE PISTOL HAND FLAMER WEB GUN
PLASMA PISTOL SHURIKEN PISTOL Brotherbood banners, these may be photocopied and painted
using Citadel paints and inks for use on your miniatures.

180
SQUATS ARMY LIST

GUILDMASTER at 20 points GUILD WEAPON TEAMS


GUILD TRIKE-MOUNTED SUPPORT WEAPON
WITH TEAM OF 2 SQUATS

A
i

Squat Brotherhood may only contain a Guildmaster if at least 1


;
A Guild Weapon Team costs 70 points plus the value of their weapon.
Guild Bike Squad is included in the force. A Squat Engineers Guild of a team, plus theirpls
trike and weapon, are listedby weapon
Expeditionary Force always includes a Guildmaster.
ine
JHE od Veo

The basic points value is BASIC EQUIPMENT


a Champion Guildmaster. Add + 50 points
for
to the basic points value to upgrade bim to Hero, or +80 points to PHOTO/INFRA VISOR/IGOGGLES
upgrade bim to Major Hero. ONE OF THE FOLLOWING PER TEAM
BASIC EQUIPMENT (POINTS COST INCLUDES TEAM AND TRIKE):
FLAK ARMOUR FRAG GRENADES WEAPON PTS/WEAPON WEAPON
PHOTO/INFZA VISORIGOGGLES CRACK GRENADES
KNIFE MELTA BOMBS
AUTO CANNON. . ...

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.

Sergeant Torvin looked up from bis communicator


"Command's senting some
the notse. “We're just got to sit right reinforcement!”
bo bellowed above

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

wheat 01 a burvicang and the others


dug in against this new threat,
i turned and

Sergent Torvin smiied again ak the snarl of half a dozen tuwo-


stroke moors grew onder. Through ihe smoke, the silboweites
LIL
of a formation ofbeary weapons trikes vaced tonsard the Second
Platoon, raining death on tbe Ork positions.
“We've got our firepower.”
Engineer's Guild Lodge banners, these may be photocopied and
painted using Citadel paints and inks for use on your miniatures.

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 —

Living Ancestors bave the same abilities to beal wounded troops as


Marine Medics
BASIC EQUIPMENT
KNIFE, MEDIPACK
Guild bikers can ride either bikes or trikes. These trikes use the same
profile as bikes (see Squat Vebicles)- they are not the same as the Guild's
+
ONE OF THE FOLLOWING:
CONVERSION FIELD, DISPLACER FIELD, REFRACTOR FIELD, STASIS FIELD
Heavy Weapon Trikes.
ADDITIONAL EQUIPMENT
BASIC EQUIPMENT PTS
WEAPON PTS WEAPON
SWORD % HAND FLAMER IN

POWER SWORD 7 LAS PISTOL. Lc]

PHOTO/INFRA VISOR/GOGGLES, 2 LASPISTOLS


CHAINSWORD 1% NEEDLE PISTOL 5
FORCE SWORD 40 NEURO DISRUPTOR 4
ADDITIONAL EQUIPMENT FORCE ROD 10 PLASMA PISTOL 4

SQUAD MAY BE UNIFORMLY EQUIPPED WITH ONE OF THE FOLLOWING AUTO PISTOL 1
STUB GUN 1]

WEAPONS AT 15 POINTS PER SQUAD: BOLT PISTOL 1% SIDECAR ATTACHMENT FREE

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

Psi Level 12D6


EQUIP ENTIRE SQUAD WITH ANY OF THE FOLLOWING GRENADE TYPES: Abilities 206
GRENADES PTS/SQUAD GRENADES PTS/SQUAD
Generale the Living Ancestors psychic abilities bry D100 roll from the following list

ANTI-PLANT SCARE GAS D100 Ability D100 Ability


BLIND. SES

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

ADDITIONAL EQUIPMENT AND WEAPONRY

VEHICLES ROBOTS: 0-4000 points


In addition to their bikes, trikes and support weapons, a Squat force may include
0-4 maniples of 4 robots at a cost of 0-1000 points per maniple (including
any of the following: program)
VEHICLE NUMBER PTS/VEHICLE
ROBOT PTS/ROBOT
RHINO 1
per Squad 370
CRUSADER 170
LAND RAIDER D6-3 750
COLOSSUS 110
CASTELLAN 140
CATAPHRACT 190
OFF-TABLE SUPPORT: 0-1000 points CONQUEROR 160
0-1000 points may be allocated to supporting fire from beyond the battle zone.
Warlords, Guildmasters or Techpriests may act as spotters and call down Robots may bave programs selected from the following.
supporting fire. The model must remain stationary for the entire turn and the
target must be visible to bim. Roll 2D6 against tbe spotters’ Ld before the shooting PROGRAM PTS/ROBOT
phase of bis turn, If be rolls less than bis Ld the requested type of supporting GENERAL BATTLE 3s
Sire will fall during the shooting phase of that turn. If be rolls more than Ld, TAKE AND HOLD/DEFENSIVE 50
that type of fire is {abl and r i 50 for theres of the battle. DEFENSIVE 45
Points are allocated to supporting fire before the game, but are only spent when BOMBOT 2

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

COMMISSAR at 45 points TECHPRIEST at 10 points


HUMAN AD. MCH
R

The Techpriest is present purely as an advisor and to observe bow the


Squats maintain and use their equipment, a matter which greatly
interests the Imperium. All Squats can adequately maintain their own
The Commissar is present as an advisor to the Warlord of a Squat equipment and Squat Engineers are able to repair damaged
Brotberbood, rather than to enforce Imperial discipline. The equipment and vebicles. The Techpriest advisor can either be a Human
Commissar will not shoot any Squat personnel while acting in an or a Squat Adeptus Mechanicus.
advisory role, BASIC EQUIPMENT ADDITIONAL EQUIPMENT

BASIC EQUIPMENT REFRACTOR FIELD EQUIPMENT PTS/MODEL


POWER AXE FREE
CONVERSION FIELD, LASPISTOL LAS PISTOL FREE
STANDARD EQUIPMENT Alternatively, Techpriests may roll on
the Special Equipment Charts
WEAPON PTS
CHAINSWORD ‘
FREE
SPECIAL EQUIPMENT CHARTS
Alternatively, Commissars may roll on the Special Equipment Charts
CHART ROLLS PTSROLL
SPECIAL EQUIPMENT CHARTS STANDARD WEAPONS 0-1 3
CLOSE COMBAT WEAPONS 0-2 3
CHART
HEAVY WEAPONS 0-1 50
STANDARD WEAPONS 7
GRENADES/MISSILES 0-2
CLOSE COMBAT WEAPONS
EQUIPMENT AND BIONICS 0-4 s
HEAVY WEAPONS
GRENADES/MISSILES
EQUIPMENT AND BIONICS
POWER ARMOUR .
6
OPTIONS TELEPORT HOMER. A
20
BIKE OR TRIKE 70 BIKES OR TRIKE 70
Each Commissar must accompany the Warlord of the Brotherbood to which be Each Techpriest must accompany the Wariord of the Brotherbood to which be is

on a bike. mounted the


is advisor. If the Warlord is on a bike, C will also be d di
on
If
a bike
the Warlord is mounted on a bike, the Techpriest will also be mounted

POWER FIELD FOR BIKE/TRIKE. .


20 POWER FIELD FOR BIKE/TRIKE a
20
Power field (1” radius) protects bike or trike and its rider, and includes a power Power field (1* radius) protects bike or trike and its rider, and includes a power
Sleld synchbroniser. Sield synchroniser

— =
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

0 back. In battle, this is used as a conventional grenade launcher,


laying down a pattern of grenade fire to cover the Harlequins’
advance into close combat. Blind, hallucinogen, scare, smoke
and stasis grenades are particularly favoured. Vortex grenades
may be used in spectacular solo attacks.
Harlequin Organisation Apart from the mini grenade launcher Warlocks and Avatars
Harlequins are organised into two basic units: the troupe and are equipped in similar fashion - with two close combat
the masque. A masque is composed of a number of
troupes weapons, a visual disruption field and a conversion field.
plus certain additional personalities, as shown by the diagram. Some Warlocks have been known to have a Gyrinx
for a companion.

[Wes S|TIW[I][A afin] a


M
Q fwe
>[HIGH AVATAR
}> WARLOCK
6|6|6|4]4[2|8|]2|9]|10]10(9
Death Jesters, or Death-heads (margorach), are heavy
weapons specialistsm who tend to stand somewhat aloof from
other Harlequins - and even from each other. They are
0 renowned for their morbid and ironic sense of humour,
something not normally considered an Eldar trait. On the
S1 MASIER N battlefield, they stand off from the rest of a Harlequin force,
: 1.6 TROUPERS firing their heavy weapons in support. Their costumes and
[=
ach
0-6 MIMES — equipment nearly always feature skulls, bones and other
1 AVATAR symbols of death, and the death’s-head mask has almost
5S
TROUPERS 0 become a uniform for them.
In performance, the Death Jester dances the role of Death,

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
|

0-6 WARLOCKS known to use vortex grenades.


DEATH
JESTER 8)/9)9)8
185
HARLEQUINS ARMY LIST

The High Avatar (ardathair) is the leader of the masque.


He takes the role of the Laughing god only when the whole
masque is involved in a performance, while Avatars from the
individual troupes play lesser deities and other
mythological roles.
High Avatars dress and behave in the same way as lesser
Avatars, but they show a distinct preference for face-designs
on their masks, especially the smiling face of the Laughing
god, a snarling face of daemonic aspect, or a beautiful but
impassive Eldar face.
HIGH
AVATAR
mM
BS|8 |T |W
6|7]7]4]la]3]9]3]10]/10][10]10
A [Ld |int| Cl |WP|

The High Warlock (athesdan) is the overall commander of


a masque's Warlocks, and may over-rule commands issued
to Warlocks by their Avatars; this rarely happens in practice.
It is not unknown for a High Warlock to take the Warlocks
from the troupes and form them into a separate unit under
his (or her) own command. The High Warlock advises the
High Avatar on all psychic matters.
In performance, the High Warlock leads and co-ordinates the
other Warlocks the role of a supporting chorus
as they play
to his Storyteller; in battle, the High Warlock may co-
ordinate their grenade barrages, or act as a completely
independent personality.

| 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

The Master Mime (athistaur) commands the Mimes of his


or her masque, and advises the High Avatar on all matters of
espionage, infiltration and politics. In performance, the
Master Mime joins the other Mimes, generally playing the
most prominent and demanding Daemon or mystic role.
MASTER
MIME | MIWSIBSIS | [A|td|{imiCl
Ti{W|1

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

O The message flashed around the craft-world at the speed


of thought. All normal functions were suspended. and
every Eldar on Saim-Hann came to the talaclu hall. Even
the Ancestors in the Infinity Matrix watched through
the craft-world’s internal sensors. At least once in their
lives, every Eldar should witness The Dance - the greatest
of the Harlequins’ works, retelling the story of the fall
of the Old Race - and keep the lessons of the Fall alive
in the spirits of the survivors. But The Dance is rarely
performed, since the key part cannot be danced by any
member of a masque. Only the mystic Solitaires - those
touched by the Laughing god himself, who pass
unrecognised as whim or design moves them - only these
may dance the part of Slaanesh.
The nine troupers bounded into the centre of the stage,
their dathedi suits projecting a weaving pattern of colours
as they danced the part of the Old Race. The four
Warlocks took up positions around the outside; emotions
were monitored, amplified and returned by their equipment
as the Eldar lived the fall of their ancestors: felt their
joys. their prides, their
petty rivalries and their driving
O passions. Three Avatars danced the parts of the Fallen
gods, leaping, cartwheeling and somersaulting around and
among the dancers of the Old Race.
The dancers of the Old Race became wilder. their passions
stronger and their joys more extreme, more menacing.
They came together like a whirlpool, and broke upon
something unseen - hurled back as the Solitaire leaped
into view, somersaulting from his unscen entrance to the
centre of the dancers.
An involuntary shock ran through the audience at the
sight of the allegorical figure of the Chaos god Slaanesh.
His suit projected a constantly-writhing mass of figures
in attitudes of decadent pleasure.
From behind Slaanesh, seven figures appeared one by
one to mingle with the Old Race. First came the four
Mimes, passing their sensual and disturbing movements
to the other dancers as the Dacmons they represented
had spread the corruption of Slaanesh. One by one, the
dancers of the Old Race began to project the pattern
of writhing figures on their suits. Next came three dark
figures: the Death Jesters’ svits displayed skeletons as
they leaped and slew. dragging the inert forms of the Fallen
gods to the fect of Slaanesh. As the last fell, a psychic
scream from the Warlocks echoed through the minds
of the audience. It shifted and writhed like the patterns
on the dancers’ suits, gradually coalescing into a chilling,
gibbering laugh of madness, corruption
and depravity.
But in the laugh there was another voice. A clearer laugh,
an ironic laugh.A
laugh which laughs because it chooses
not to weep.

—Loo
HARLEQUINS ARMY LIST

O Then, at one side of the stage, the High Avatar entered.


His suit the
projected ever-shifting multicoloured lozenges
of the Laughing god as he strolled casually onstage, still
laughing at the cosmic folly of the Fallen. He looked THE FALL OF THE ELDAR
at the triumphant form of Slaancsh atop the mound of
writhing dancers, and he laughed. He looked at the Mime-
Dacmons and the Death Jesters as they bore down upon Impenal record WD 01/008
him. And he laughed.
Cross file to Nonhuman xenology NX/37
For a moment. he could not be seen among the press
Morgen's Reach incident MR/263
of Slaanesh’s minions, but with a cry he flew above their Alien culture AC/02
heads, tumbling in flight to land facing them. As they
turned he leaped again: two figures dropped as he touched Planetary ref Earth A3 Sol System
them, and five more clawed the empty air as he Input ref
somersaulted across the stage. Inquisition Investigation Team
35/107 HD483
His laugh now was onc of glec as he leaped and tumbled, O
evading the hunters and turning now and then to strike Input dated M2
9217988.
back. He picked up the body of a Death Jester and hurled
it at the figure of Slaanesh, who recled slightly at the
impact. With
a wild cry the Great Harlequin leaped
forward. pulled a single dancer from the feet of Slaanesh.,
Thought for the day
and withdrew. At his touch, the writhing figures on the
dancer's suit dissolved into the lozenge pattern, and the
The weapon slays where the hand wills
dancer also began to laugh as he danced the dance of
Serve the Emperor!
the Harlequin. The two of them put the remaining
Daemons to flight, and as last fell, Slaanesh joined
the battle.
The confrontation between Slaanesh and the Great
Harlequin seemed to go on for ever. Other dancers melted
from the stage as the two figures leaped, cartwheeled
and somersavlted around cach other. Slowly, in the
Subject: Eldar Harlequins - cultural context
background, the Mime-Dacmons and the Harlequin Submitted for evaluation is the following document recovered from Eldar data
troupers took up the dance, reflecting the movements banks after the capture of the pirate ship Deilithair. Data clearance continues.
of the two principals in perfect unison. Side-reference connects this data with Realm of Chaos, a treatise on warpspace
The Dance ended abruptly. with the struggle unresolved. and warp entities.
It was indeed the Dance Without End. The hall was quiet.
The dancers left the stage. The audience sat stunned.

Before the rise of the Imperium or even the emergence of


Mankind into the galaxy, the Eldar had established a mighty
civilisation that spanned many planetary systems. Their huge
citiships and craft-worlds, vast ornate palaces floating between
star systems, traded new knowledge and goods. Learning,
enlightenment and reason flourished. The Eldar enriched the
galaxy and looked for new worlds to make their own and new
challenges to meet.
One challenge they took up was the complete mastery of warp-
gate technology. The Eldar adopted, refined and perfected the
ancient Slann knowledge of the warp and its movements. They
established a network of wormhole tunnels through warp
space, linking gates aboard their craft-worlds, planets and
smaller spaceships. It was possible for an Eldar to walk from
one planet to another, across hundreds or thousands of light-
years of real space. The warp-gates bound the Eldar together
as a single civilisation, stretching across space and, it was
theorised, backwards and forwards in time. The Eldar, fearful
of the consequences, never experimented with the temporal
Ww.
aspect of the warp-gates.
Their studies did, however, bring them an understanding of
the link between the warp and psychic power. In making this
conceptual leap the Eldar also discovered the power of Chaos,
]
[47

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

The rest of their race sank wholeheartedly into the dark


worship of the Chaos gods. A racial madness had taken hold
throughout Eldar space, and the insanity had only one end.
HARLEQUINS IN COMBAT
In a mindless psychic orgy every Eldar planet perished in a
single night. The death screams of the Eldar echoed across
the warp. On every planet Eldar corpses twitched in the Sathbuinn Surefire stood over the holo, one hand O
mindless dance of Chaos and crumbled to dust. Worlds were stroking his chin reflectively. He was forced to admit
laid waste in moments. The Eldar race were sucked into that the Human commander was unusually imaginative
the warp. for his race - counter-thrusts in three places with
The dead Eldar, however, were not gone. Their spirits had Dreadnoughts, robots and Ogryn power squads were
merged with the warp in a horrifying manner. Their death- complicating the pattern considerably. He knew that
shout became a howl of joy and release. Slaanesh, the Lord the longer this took, the greater the likelihood of Space
of Pleasure, god of unbridled depravity, was born from the Marine reinforcements arriving. He cursed the thought
dark side of the Eldar nature. The psychic pain of the Eldar’s as a bright red spark winked into life on the
racial death and Slaanesh'’s birth convulsed the warp; the warp orbital display.
storms around Earth were blown away, and warpspace itself “Make our visitors known," he said into his comlink,
rippled into new patterns. “that their welcome may be fitting”
The last of the Eldar drifted into the long night between the “The Masque of the Shadow Weavers waits at
stars. The racial memory of their former glory and nobility
sustained them, while the downfall of the race filled them your door.”
with bitterness. They had come face-to-face with their darkest Sathbuinn turned sharply. He had not even heard the
desires and had been found wanting. stranger appear.
For them, Mankind is a reminder of what happened long ago. “The Talaihin Reavers are gladdened by your presence.”
Humanity is treading the same path towards the darkness of he apswered formally. He had scen Harlequins in
Chaos, a crude mirror of the Eldar’s own disgrace. They are performance twice before, but never had he been
burdened by racial shame for the weakness of their failed privileged to watch them in battle. And now an entire
ancestors. The bright, hopeful universe is a place of stark, masque was placing itself under his command... he
gibbering horror, and the Eldar fell when confronted with this checked himself: Harlequins acknowledge no
truth. Surviving Eldar have grown since then, accepting and commander but the Laughing god. Rather, the masque
holding in check the Chaos that lurks within their hearts, a was consenting to fight alongside his troops.
delicate balancing act that they seem to have mastered at last.
The stranger's dathedi mask projected a silently-laughing
Mankind rushes towards the fate of the Eldar, but without the face as he pressed a sequence of buttons on his
ability to preserve itself in any form. All the signs are there communicator. Then he left the command bunker as
to be read: humanity's moral leprosy of Chaos worship, its silently as he had entered. Sathbuinn followed him,
rising number of emergent psykers, its lust for universal power, not knowing quite what to expect.
and its fragile, failing Emperor...
Outside, heavy shelling had taken its toll. Sathbuinn
saw - far more graphically than the holo could have
The Black Library told him - that the position was deteriorating. The
Ogryns had been destroyed and the robots contained,
Much of the Eldar’s ancient knowledge and culture was lost but a few Dreadnoughts had broken through: Human
during the flight from Chaos. The craft-worlds became the troops had poured after them. and it looked like the
sole repository of Eldar wisdom, and this fragmented as the tables might be turned on the attacking Eldar.
Eldar nations drifted apart. Craft-worlds were lost over the
millennia, and knowledge vanished with them. In the rough courtyard between the semi-ruined
A single source of Eldar knowledge has remained untouched
buildings, the air began to shimmer. as if from a heat-
haze. The shimmering became a weaving, slightly
and inviolate since the Fall. Aboard a dark craft-world, far sickening pattern of colour. and from out of the colours
beyond the boundaries of the Imperium, is the Black Library stepped the Masque of the Shadow Weavers. Sathbuinn
of Chaos. Here are collected all the tomes, books and codices had dificulty distinguishing them until they were well
describing the Eldar studies of the warp. The forbidden lore clear of the teleport zone, since their suits were already
of the Black Library describes the blandishments, influences,
projecting the whirling, splintering disruptive camouflage
forms, creatures, perils, promises and horrors of Chaos.
Enclosed within a nearly impenetrable psychic barrier, the programs that served the Harlequins as battle-array. He
bowed as the High Avatar approached him, force-sword
Black Library is watched and maintained by its Guardian-
in hand.
Scribes; they collate and transcribe the knowledge of the
Library, a task that they have carried since the Fall of the Eldar. “The Talaihin Reavers arc gladdened.” he repeated. “You
They also maintain a hawk-like watch over their charges, the will view the stage?” The impassively half-smiling mask
books; dreadful repositories of secret powers and must be nodded once, and Sathbuinn led the way to the
monitored at all times. control bunker.
The existence of the Library is known to only a few, and entry
is allowed to even fewer individuals. The Library's ‘mind’
defends itself against the weak who would misuse its
knowledge by refusing entry to all except those who have
acknowledged and tempered the Chaos within themselves.
The immature, who are still vulnerable to the promises and
seductions of Chaos, find that they are unable to pass through
its gateway. As a result few have seen within the Library or
read any of its books. Only two groups come and go at will:
the Human Illuminati and the Solitaires of the Eldar Harlequins.
The Guardian-scribes rarely leave once they have entered.

§
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.

Sergeant Farmer moved D squad forward behind


the Dreadnoughts. The Eldar were effectively
pinned down by a curtain of fire, but this advance
across open ground wasn't going to be any picnic.
“Stay close. Use the Dreads - they're the only
O cover we've got.”
“Brother Sergeant? I thought I saw something
moving out there!”
“What and where?”
“Three-ten. Maybe five hundred. Don't know what,
just movement.’
“Get a grip. Whatd it look like?”
“I saw something, too, Brother Sergeant. Zero-
fifteen, about four-fifty. Just a blur of colour, then
it vanished.”
“Must be halluc. Respirator check, sound off.’
“Adley - check.”
“Boldren - check.”
“Dorridge -
The lead Dreadnought disappeared briefly in a flash
of encrgy. As Farmer's photochrom visor darkened
in response, he saw it slew round drunkenly into
one of its fellows.
"DOWN!"
“I saw it again! Just before the Dread got hit!
It was -
BRRADOOMM!
“Saw what, Ficlding?”
“Just for a moment - Eldar with some kind of hea
weapon, zero fifteen, about two-fifty! Then it
blurred again!”
“There's more. Two hundred and closing!” O
“Where? I don't see -
AAAAAAHHHCCGGGHHHH!"

190
x
HARLEQUINS ARMY LIST

NEW EQUIPMENT Shuriken Cannon


The shuriken cannon or buanna (Eldar: "'reaper'’) is a heavy
version of the devastating shuriken catapult, and is another
Harlequin Mask
The Harlequins are distinguished by their face-masks or agaith
heavy weapon favoured by the Death Jesters. Its enormous
rate of fire makes it particularly feared.
(Eldar: “‘false face’'), which they are said never to take off. In addition to normal shuriken ammunition, the shuriken
Avatars generally have snarling or laughing masks, Warlocks
often favour blank or abstract masks, Death Jesters invariably cannon can fire the terrible bio-explosive shurikens (see
wear skull-faced masks and those worn by troupers can vary below). The nature of these projectiles makes individual
widely. The differences are purely superficial, however, since loading necessary. The shuriken cannon loses its following-
all Harlequin masks have a number of common functions, [fire capability when using bio-shurikens.
acting as a respirator with auto-sense and an infra-vision visor.
Avatars are equipped with the so-called Rictus Mask (Eldar:
Short
| long | Short long |
Shooting
to Hit Strength
| Damage
marathag ‘face of death’); this is fitted with a small holo-
projector which is programmed to replay the death-throes of
| Range
0-20°
||
Range
20-40" | +1 5 D4

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 |

against Initiative on 2D6 in order to free himself from his


victim. The check may be attempted at the beginning of each
of the Harlequin's turns until successful.
Short
0-20"
long
| Shooting | to Hit Steagth

As Ammo
| Damage

This weapon ineffective against Warp Creatures and Warp


is
Entities, plants, vehicles, robots and buildings. It may be used
against Dreadnoughts, but only hits against the pilot have any |Mod. |C H SF Cost
effect (see Chapter Approved in WD100). The pilot is 7 30
automatically killed by any hit and the Dreadnought comes
to a halt,

Holo-Suit
Short
| long
|
Close Combat Only
Short
To Hit
Shooting
long | Strength

See Text
| Damage :

The holo-suit, dathedi (Eldar: ‘between colours’), visual


disruption field, jigsaw shield or domino shield, is a form of
programmable hologram field, used extensively by Harlequins
both for themselves and their vehicles. Every Harlequin is
Mod. [CH § F Cost equipped with a holo-suit, which projects costume effects in
X 7
performance, and has a number of uses in battle.
50
When its wearer is in motion, the field breaks up the outline
of the figure, using an enhanced form of disruptive camouflage.
To the observer, the Harlequin appears to explode into a cloud
of tiny, multicoloured fragments every time he moves, and
when he remains stationary the fragments coalesce into a solid
figure, like the pieces of a jigsaw. The greater the speed of
movement, the greater the disruption of the image, and the
wider the dispersion of the cloud-fragments. The suit also has
a cameleoline emulation program, which is activated
whenever the Harlequin is stationary: the total effect is of a
blurring cloud of colour, fading to nothing when it stops.
Thus, all shots fired at a Harlequin suffer a -1 to hit modifier,
and the spotting distance for a hidden Harlequin is reduced
by -1”.
In close combat, the holo-suit works to confuse hand-to-hand
combat opponents. At the start of the combat phase of each
turn, a model in hand-to-hand combat with one or more
Harlequins must make a WP test. Models failing the test are
transfixed: the Harlequin gains a + 1 bonus to hit and wound
atransfixed hand-to-hand opponent, while the transfixed
opponent suffers a ‘to hit’ penalty of -1.
Tech level 7, points cost 3

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

wounded does not die immediately; instead, the serum works


its way into the brain where it begins to replicate itself at a
terrible pace. Sensory nerves are overloaded with every
imaginable sensation at once, and the victim staggers 2D6
inches in a randomly determined direction each turn,
screaming and moaning. Normal unit coherency rules
(WH40K p16) are suspended. When the 2D6 distance roll is
a7 ora ‘double’, the serum’s activity has reached such a pitch
that the victim's head explodes, causing D6 automatic Strength
3 hits over a 3" burst radius.
Bio-explosive shurikens are instantly recognisable by the
whining noise they make in flight, and every time a model
is struck by one of these projectiles, the unit must make an
immediate rout test (WH40K p32).

Lathrangil stood beside the smoking wreckage, grinning broadly beneath


his mask. The spirit of the Great Harlequin ran like fire through his
veins, keening in his head with a wild and irresistible music.

The Humans had no chance. Their lumpen and unlovely Dreadnoughts 4


bE bid
had been destroyed by the Shadow Weavers’ Death Jesters and their
great shuriken cannon, and the troupers hadn't even been spotted until
they were almost upon their quarry.
kt 4

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

ROBOTS AND VEHICLES EQUIPMENT AND


Harlequin forces are known to use robots and vehicles from
time to time, painted in their distinctive bright colours and
ABILITY CHARTS
patterns. Robots are sometimes used in performance as well
as in battle, being programmed to ‘dance’ in their clumsy ADDITIONAL CLOSE
and amusing way, as a counterpoint to the movements of COMBAT WEAPONS
the Harlequins themselves. Close combat weapons may be chosen from the following:
Acquisition Points cost for 5 Points cost for 1
Vehicles and robots are acquired by various means, and the Weapon Troupers Personality
Harlequins take little interest in their origins or their state Auto-pistol +5 +1
of repair. When they break down, they are simply abandon-
ed. A Harlequin force is permitted up to D6 robots and
Bolt pistol
Chainsword + 7%
+7 +1%
+1%
vehicles. These can be of any type, taken from any army list, Force Rod* - +40
to reflect that they have been scavenged from various places. Force Sword* - +40
Vehicles can be anything from a motorbike to a Land Raider, Hafted weapon +2% +%
and robots are generally of standard Imperial types. Hand flamer +10 +2
Hand weapon +2% +%
Decoration Harlequins’ Kiss +250 +50
Las-pistol +2% +
Vehicles and robots can only be fielded with a Harlequin Needle pistol +2% + Y%

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).

D6 Roll Affected System


1-2 Running Gear “Harden your soul against decadence. But do not
3-4 Steering and Brakes despise it, for the soft appearance of the deca-
5-6 Miscellaneous dent may be deceptive. One need only consider
the Harlequin dancers of the Eldar to sce the truth
Robots: At the beginning of each Harlequin movement phase
(not including the reserve phase) roll a D6 for each robot. On
of this proposition.”
a roll of 1, a malfunction has ocurred; roll on the Robot Special -
Leman Russ, A Book of Admonitions for the Legiones Astartes
Damage Table on pages 109-110.

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

yRictus mask, holo: suit, communicator.


bio
X

/
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

Special Equipment Charts


RS, Chart Rolls Pts/Roll
Close Combat Weapons 1-2 10
Basic Weapons 0-1 7
Ultimate responsibility on
the battlefield falls to the Heavy Weapons 0-1 73
High Avatar. All Harlequins Grenades 0-2 3

save the Solitair ave subject Bionics 0-4 25


to bis command. Equipment & Armour 0-4 5

Upgrade Psychic Mastery


New Mastery Psi-Lvl Abilities Cost
~ 2
Substitute Shuriken Pistol with
1
fu 2 20 3xLevel 2 50 pus Harlequins” Kiss 45 pts

FORCE AD Additional Psychic Abilities

. \ 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

t 0-6 DEATH JESTERS


El 9
6 10
BASE VALUE: Champion 135 points, Minor Hero 190 points.

Basic Equipment 6 | 515


Int
9
| Cl
110 10
Troupers:
Harlequin's mask,
Avatar:
Rictus mask, holo-
6 6.6 10
| 10 10

holo-suit, refractor suit,conversion field,


field, communicator, communicator, traditionaily operate Basic Equipment
shuriken pistol, bio-scanncr, shuriken independently, using Harlequin's mask, holo-suit, conversion field,
additional close pistol, additional
thelr fearsome array of carapace armour with 2
suspensors,
close combat beavy weapons to communicator, las-cannon with targeter and
combat weapon
weapon
disrupt and pin down suspensor, close combat weapon
the enemy,

Options Options
Upgrade Psychic Mastery (Avatar only) Psychic Ability
New Mastery Psi-level Abilities Cost None
1

10 3 x Level | 35 pts Standard Equipment


None
Additional Psychic Abilities
Required Psychic Rolls Cost Special Equipment Charts
Mastery (min) Abiltities Chart (max) (pts) None
Troupers provide the rank 1
Level 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

type Troupers Avatar


1

type Troupers Avatar


Anti-plant +W Photon +1 Equip with Grenades
Blind Rad
Grenade Type Cost per Model Grenade Type Cost per Model
Choke
Crack normal
-
fa

+
+
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

Special Equipment Charts


Chart Rolls Pts/Roll

Siarmed on ds woh Cas


to
15
bis

Close Combat Weapons 1-2 10


of any 7
Sou——" Basic Weapons 0-1

ros Heavy Weapons


Grenades
01
0-2
75
3

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

Additional Psychic Abilities Basic Equipment


Required hic Rolls Cost Rictus mask. holo-suit, communicator, bio-
Misery (min) Fi (maz) Additional Equipment
.

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

Harlequins” mask, holo-suit, conversion field, As his nature, the rie J


vid, Pog wi
communicator, bio-scanner, encrgy scanner,
shuriken pistol, mini-grenade launcher with
Solitaire bas no traditional
battlefield role play, and
Bionics 0-4 25
to s
HEEIITL
blind, hallucinogen, scare and tanglefoot
grenades, additional close combat weapon
acts as be chooses. ap 0-4

Upgrade Psychic Mastery


Psychic Abilities New Mastery Psi-Level Abilities Cost
Mastery Psi-level Abilities 1
10 3 x Level 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

Substitute Shuriken Pistol with Alternative Equipment Equip with Grenades


Harlequins’ Kiss 45 pts Grenade type Cost Grenade Type :
Cost Grenade Type Cost
:

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

CHARACTER EQUIPMENT CHARTS


Some personalities (High Avatar, High Warlock and Solitaire)
have the option not to take a package of standard GRENADES
equipment, but to roll on these tables instead. A personality Cost: 3 points per D100 roll.
may roll on any or all of these charts, but may not make more Maximum number of rolls: 2
than the maximum number of rolls on any chart, and must
Roll Grenade type
pay the indicated points cost for each roll. 01-02 Anti-plant
High Warlocks may add 5 (no more, no less) to each roll. 03-05 Blind
i Avatars may add 10 (no more, no less) to each roll.
Solitaires may add 20 (no more, no less) to each roll.
06-10
11-15
Choke
Stumm
16-20 Knock-out
21-25 Hallucinogen
CLOSE COMBAT WEAPONS 26-33 Tanglefoot
Cost: 10 points per D100 roll. 34-38 Photon
Maximum number of rolls: 2 39-45 Smoke
46-50 Scare Gas
Roll Weapon 51-60
01-03 Hafted weapon Frag
61-70 Crack - normal
04-07 Hand weapon 71-75 Haywire
08-12 Sword 76-85 Melta-bomb
13-14 Stub Gun 86-88 Rad
15-17 Auto-pistol
18-22
87-92 Stasis
Chainsword 93-95 Toxin Gas
23-25 Las-pistol 96-00 Vortex (1)
26-40 Bolt pistol
41-43 Web Gun BIONICS
44-46 Hand flamer
47-54 Power Sword Cost: 25 points per D100 roll.
55-57 Plasma pistol Maximum number of rolls: 4
58-59 Needle pistol (incl chemical)
60-61 Power Axe Roll Type
01-10 Ears
62-77 Shuriken pistol 11-25
78-85 Power Glove Lungs
26-34 Eyes
86-95 Harlequins’ Kiss 35 Eyes + bio-scanner
96-97 Neuro-disruptor 36 +
Eyes energy-scanner
98-99 Force Sword* 37 bio and energy scanners
100 + Eyes +
Force Rod* 38-47 Eyes + targeter
48 Eyes + targeter + bio-scanner
*Psykers only. Reroll if character is not a psyker. 49 Eyes + targeter + energy scanner
50 Eyes + targeter + bio and energy
BASIC WEAPONS scanners
51-75 Legs
Cost: 7 points per D100 roll. 76-85 One arm
Maximum number of rolls: | 86-00 Both arms
Roll Weapon
01-15 Auto-gun EQUIPMENT AND ARMOUR
16-25 Lasgun Cost: 5 points per D100 roll.
26-30 Flamer Maximum number of rolls: 4
31-40 Bolter
41-42 Needler (incl chemical) Roll Equipment = =) 5 —-
bd

43-47 Melta-gun 01-06 Stimulant (1 dose) FOF

48-52 Mini-grenade launcher 07-12 Flak armour


53-55 Plasma gun 13-14 Web solvent (1 usc)
56-00 Shuriken catapult 15-20 Sealed suit
21-26 Mesh armour i
27-33 Refractor field
HEAVY WEAPONS 34-40 Carapace armour
Bb

Cost: 75 points per D100 roll. 41-46 Rad-suit


Maximum number of rolls: 1 47-52 Jump pack
53-58 Displacer field
Roll Weapon 60-62 Rad-counter
01-05 Heavy Stub Gun 63-69 Conversion field
RS

06-10 Autg-cannon 70-74 Flight pack


11-15 Grenade Launcher 75-84 Medi-pack
16-20 Heavy Bolter 85-86 Web-anaesthetic
21-23 Heavy Plasma Gun 87-90 Powered armour LR
24-26 Heavy Webber 91-96 Teleport homer 20
27-29 Multi-laser 97-98 Stasis field
30-39 Missile Launcher 99-00 Phase-field generator 5
50
40-42 Multi-melta
43-64 Las-cannon JOKAERO DIGITAL WEAPONS CHART
65-67 D-Cannon
68-69 Conversion Beamer Cost: 2 pts per D6 roll.
70-73 Scatter Laser Maximum number of rolls: D6
74-00 Shuriken Cannon (incl bio-shuriken ammo) D6 roll Weapon Type
1-2 Las-pistol
All heavy weapons come with a targeter and enough 3-4 Needle pistol
suspensors to cancel movement penalty, 5-6 Hand Flamer

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.

PSYCHIC ABILITIES CHARTS


Level 1 Level 3
® D100
Roll Ability
D100
Roll
,

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
~

of the revised rules for vehicles.

Possession of Warhammer 40,000 is necessary to use the contents of this book.


Warhammer

=
=

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

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