Only War - Vehicles

Imperial Fortifications and Emplacements Aegis Defence Line Blitzen Anti-Aircraft Gun Gotterdammerung Howitzer Scutum Pa

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Imperial Fortifications and Emplacements Aegis Defence Line Blitzen Anti-Aircraft Gun Gotterdammerung Howitzer Scutum Pattern Bunker The Scutum-Pattern Bunker is a Departmento Munitorum standard throughout the Spinward Front, but the Scutum’s basic design allows for modifications by Tech-Priest Enginseers when warranted. Over four metres high, seven across, and six deep, with 50 centimetre-thick plascrete walls, the Scutum makes a formidable defence for a squad of troops. A ladder within the bunker provides access to the roof, where the wall of the bunker provides cover for gunners manning the two pintle-mounted weapons. Most bunkers are equipped with vox and auspex systems. Type: Immobile Tactical Speed: N/A Cruising Speed: N/A Manoeuvrability: N/A Structural Integrity: 85 Size: Massive Armour: Front 40, Side 40, Rear 32 Vehicle Traits: Immobile, Enclosed, Reinforced Armour Crew: 1 Watch Commander, 4 Soldiers Carrying Capacity: 15 Weapons Pintle-mounted Autocannon (Front Facing/Right Facing/Left Facing; 300m; S/3/–; 3d10+8 I; Pen 6; Clip 20; Reload2 Full; Ogryn-Proof, Reliable) Pintle-mounted Heavy Bolter (Front Facing/Right Facing/ Left Facing; 150m –/–-6; 1d10+8 X; Pen 5; Clip 60; ReloadFull; Tearing) Rapier Laser Destroyer Thudd Gun

Imperial Vehicles

Behemoth Class Troop Transports,

Space Vessels Aircraft Avus Lander, 12 individuals Dauntless Heavy Transport, 1000 soldiers and supplies, Heraclea Medium Transport, 250 individuals and supplies, or 75 light vehicles, or 25 heavy vehicles or 3 super-heavy vehicles. Typhoon Light Transport, 100 individuals and supplies. Albatross, Heavy Transport Helicopter Type: Rotor Aircraft Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: 1 Pilot, 1 Co-Pilot, 2 Gunners (Left and Right) Carrying Capacity: 55 Passengers and Gear, or equivalent cargo / vehicles Weapons: 2x Gatling Guns (Left and Right), 1x Heavy Stubber (Rear) Destrier Heavy Carrier Type: Jet Aircraft

Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Nymph Recon Flier Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Pelican Medium Transport Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: 1 pilot, 1 co-pilot, 1 gunner (rear) Carrying Capacity: 20-30 Passengers and gear, or equivalent cargo Kestrel, Attack Helicopter Type: Rotor Aircraft Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: 1 Pilot and 1 Co-Pilot/Gunner Carrying Capacity: Weapons: Orca, Attack VTOL Type: Rotor Aircraft Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: 1 Pilot, 1 Co-Pilot/Gunner Carrying Capacity: None Vulture Gunship Type: Tactical Speed: m Manoeuvrability: + Structural Integrity:

Cruising Speed: kph Size:

Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Surface Vehicles

Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Civilian Technical; Roadcar This represents the wide variety of small civilian vehicles that are often converted by renegades and militia across the imperium into ad-hoc combat vehicles. These vehicles make up for their lack of armour and capacity with manoeuvrability, ease of which they can be repaired or customised as well as flexibility, in addition to being exceedingly cheap to manufacture. As such they make excellent support vehicles for lightly armed militias. Type: Wheeled Tactical Speed: 18m Cruising Speed: 75kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 16 Armour: Front 13, Side 10, Rear 10 Traits: Open Topped, Crew: 1 Driver, 1 Gunner Carrying Capacity: 1 Passenger Weapons: These vehicles are often equipped with one of the following weapons.  Heavy Stubber  SAL – Technical; Flatbed Truck These ad-hoc militia vehicles often referred to as a “Technical” are built from more robust, rugged construction small industrial vehicles such as flatbed trucks, insurgents and secessionists are often known to add additional armour to them as well as mounting more powerful weapons. This allows them to make up for their lower speed and manoeuvrability by being tougher and capable of hauling more equipment. Type: Wheeled Tactical Speed: 15m Cruising Speed: 65kph Manoeuvrability: +0 Size: Enormous Structural Integrity: 25 Armour: Front 18, Side 12, Rear 12 Traits: Open Topped, Rugged,

Crew: 1 Driver, 1 Gunner, 1 Loader, Carrying Capacity: 2 to 4 passengers and 2 to 4 metric tonnes of cargo Weapons:  Flamer  Heavy stubber  Mortar  Missile Launcher  SAL

Logistics & Support Clydesdale; Transport and Logistics Across the Imperium the logistical needs of the Imperial Guard and PDF are often met by countless millions of heavy trucks. There are nearly as many types employed as there are sectors in Imperium space however the needs of a crusade or Imperial guard regiments require a standard pattern. In the Spinward front, and across much of the Segmentum Obscurus, this is the Clydesdale pattern truck. A tough, easy to maintain 8 wheel 10 tonne flatbed truck which is often called the Department Munitoriums foot soldier. While it’s rarely directly involved in battle it is adapted in numerous layouts for all logistical tasks. Ambulances, Recovery vehicles, and with 4 rows of folding seats transport for dozens of soldiers. Type: Wheeled Vehicle Tactical Speed: 15 m Cruising speed: 65 kph Manoeuvrability: +0 Structural Integrity: 40 Size: Immense Armour: Front 16, Side 14, Rear 14 Vehicle Traits: Wheeled Vehicle, Enclosed (crew), Open-topped (Transport), Rugged, Allterrain Crew: 1 Driver (Main Gun), 2 Passengers Carrying Capacity: 26 troops or equivalent cargo. Options The Clydesdale is in no way intended to operate in combat directly but the logistics convoys are obvious targets. The Clydesdale may take one Pintle-Mounted heavy subber at the front of the vehicle:  Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Dominate Supply Truck A Canvas covered supply truck used for shipping moderate amounts of equipment and soldiers. Type: Wheeled Vehicle Tactical Speed: 13m Cruising Speed: 55kph Manoeuvrability: +2 Size: Enormous Structural Integrity: 26 Armour: Front 29, Side 25, Rear 23 Traits: Open Topped Crew: 1 Driver and 1 Gunner Carrying Capacity: 8 Troops and supplies Weapons: Printle-mounted Heavy Stubber Stalwart Armoured Truck This heavy armoured truck is a major part of many PDF arsenals inventory and provides a solid albeit lacklustre infantry transport vehicle that can be cheaply and readily produced on their homeworlds as opposed to the chimera. Able to resist most side arms and at

least resistant to light support weapons the Stalwart is best used as an armoured rear area vehicle to bring infantry to the battlefield and to work in rear area situations where having some armour is useful. Often it is seen used as an armoured security vehicle in support of security service raids where it can be modified for use as a water cannon vehicle or as a prisoner transport. The imperial guard are rarely equipped with it by choice often drawing on this vehicle when they are in need of replacements or when on garrison duty.

Type: Wheeled Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +10 Size: Massive Structural Integrity: 30 Armour: Front 18, Side 16, Rear 16 Traits: Enclosed, Rugged Crew: 1 Driver, 1 Commander or Gunner Carrying Capacity: 20 passengers and gear Weapons: Usually none, some variants are equipped with a pintle mounted Heavy Stubber or Grenade Launcher. Promethium Transport, “The Firebomb” The Synford-Pattern Mk III Promethium Transport, a variant of the commonly used Cargo8 STC design, is well-suited to its intended task: moving volatile fuel from one location to another. Unfortunately, the Synford-pattern lacks the heavier armour of promethium transports manufactured on the Lathes of the Calixis Sector, and was never intended for use in a combat zone. This has earned it the name “Firebomb” amongst many of the soldiers who use it. Officers frown on this joke, and veterans can attest that Tech-Priests also fail to see the humour in the name. Type: Wheeled Tactical Speed: 16 m Cruising Speed: 70 kph Manoeuvrability: +0 Size: Enormous Structural Integrity: 25 Armour: Front 25, Sides 25, Rear 20 Vehicle Traits: Dangerously Flammable†, Extremely Volatile, Rugged, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 2 Passengers in the cabin. Additional passengers can cling to the ladders bolted to the fuel tank. Weapons None Special Rules †Dangerously Flammable: Hits against the Turret Location from the vehicle’s Side or Rear facings actually strike the large fuel tank that extends for most of its length. The fuel tank has the same Armour as the Front Facing (25). If an attack penetrates the armour, there is a chance the tank could explode. The attack must do Energy or Explosive Damage. If the attack is of the correct type and inflicts 12 or more points of Damage after penetrating armour, then the volatile fuel does explode. An exploding fuel tank deals 6d10 Damage with the Blast (5), Concussive (3), and Flame Qualities. Additionally, Critical Damage to the Turret Location from any source that results in fire or an explosion causes the tank to detonate. Note that an exploding fuel tank deals Damage to the vehicle’s Hull Location.

Bikes & Walkers Ironstrider Engine Type: Walker Tactical Speed: 20 m

Cruising Speed: 55 kph Manoeuvrability: +10 Structural Integrity: 20 Size: Enormous Armour: Front 20, Side 20, Rear 20 Vehicle Traits: Enhanced Motive Systems, Open-Topped, Walker Crew: 1 Driver Carrying Capacity: None Weapons: • Twin-linked Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable, Twin-linked ) • Twin-linked Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-linked ) • Taser Lance (Melee 10M reach; 1d10+6 energy; Pen 0; Accurate,Shocking, Tearing, unbalanced, when a 9 or 10 is rolled random target up to 15 meters is also hit) Sentinel, Power Lifter Though typically used in a scouting or mobile heavy weapon support role, some Sentinel variants are designed for non-front line use. The Sentinel Powerlifter has no actual weaponry, but in its place a large and powerful lifting arm, used primarily for moving crates of ammunition, tank shells, and other heavy materiel. A single operator with a Sentinel Powerlifter can do the work of twenty men or ten servitors. Almost uniquely amongst Imperial Guard vehicles, Sentinel Powerlifters are sometimes possessed by the Imperial Navy, which uses them for loading and unloading of shuttles, or hauling heavy supplies about a vessel to assist with maintenance. Though it is not intended for combat, the Sentinel’s servolifter arm is immensely strong. Its grip capable of pulping a man or xenos beast with ease, and is even able to crush the armour of another light vehicle. In desperate situations, a Sentinel Powerlifter can be turned to battle with fairly effective results. Type: Walker Tactical Speed: 10m Cruising Speed: 45kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 20 Armour: Front 25, Side 15, Rear 15 Traits: Enhanced Motive Systems, Open-Topped, Crew: 1 Driver Carrying Capacity: None Weapons: Servo Lifter (Melee; 2d10+16I, Pen 4, Unwieldly) As the servo-lifting arm is not intended as a weapon attacks made with it suffer a -10 penalty. The driver of the sentinel may attempt to grapple an opponent using the arm. If he succeeds, the target does not immediately suffer any damage. However, if he does not escape before the sentinels next turn he counts as a helpless target and is automatically hit by the servo arm for double damage. For the purpose of grappling the servo-lifter counts as having Strength 70 and Unnatural strength (4). Sentinel, Support Type: Walker Tactical Speed: 10m Cruising Speed: 45kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 20 Armour: Front 25, Side 15, Rear 15 Traits: Enhanced Motive Systems, Open-Topped, Walker Crew: 1 Weapons: Pegasus Heavy Mortar:

Range 300m, Clip 1, Reload Half, Traits – Brace, Fixed, Indirect [3], Reliable Shells:  Frag – Dam 3d10 X, Pen 5, Traits Concussive [3], Blast [6]  Minefield – Dam 2d10 X, Pen 1, Traits Blast [1], Mine  Infernus – Dam 2d10+4E, Pen 2, Traits Blast [6], Flame  Siege Shell – Dam 2d10+6X, Pen 10, Traits Concussive [2], Blast [3] Long Range Missile Launcher: Stalker; Medium (Six-legged, Pulse Cannons mounted on tail like turret at the back, underslung pilots capsule) The Stalkers armaments are a pair of linked “Pulse” Multi-Lasers which are capable of laying down a withering hail of laser fire through a unique mechanism that allows the firing of one laser to prepare the other. Type: Walker Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Pulse Pattern Multi-Lasers (Heavy, 150m, Rof -/3/5, 3d10+5E, Pen 7, Magazine 140, Reload 5 Full, Traits Recoilless, Twin-Linked) Vibrian Heavy Combat-Bike Type: Wheeled Tactical Speed: 20m Cruising Speed: 80kph Manoeuvrability: +11 Size: Hulking Structural Integrity: 15 Armour: Front 16, Side 16, Rear 16 Traits: Bike, Open-Topped, Reliable Crew: 1 Rider Carrying Capacity: None Xenonian Light Combat Cycle Type: Wheeled Vehicle Tactical Speed: 18m Cruising Speed: 100kph Manoeuvrability: +15 Size: Hulking Structural Integrity: 14 Armour: Front 9, Side 9, Rear 9 Traits: Bike, Open-Toped, Crew: 1 rider Carrying Capacity: 1 passenger This vehicle may take a sidecar, which if installed adds +1 to the bike's passenger capacity and the option to pintle-mount a heavy weapon. Sidecars decrease manoeuvrability, and all Riding Tests suffer a -10 penalty.

APCs A60 Warhound; Half-Track Type: Half-Track Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +5 Size: Enormous Structural Integrity: 30 Armour: Front 25, Side 20, Rear 18 Traits: Enclosed, Rugged,

Crew: 1 Driver, 1 Gunner, Carrying Capacity: 12 passengers and gear Weapons:  Heavy Bolter:  Heavy Flamer:  Gatling Gun: 120m, -/-/10, Dam 2d10+4I, Pen 3, Clip 300, Reload 3 Full, Traits: Reliable, Storm,  Missile Launcher:  Multi-Laser: Chimera; Variants Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Dracosan; Armoured Transport Back in the era of the Crusade, the Dracosan was the exclusive transport of the Solar Auxilia as well as those Excertus Imperialis that followed their patterns and the household militias of certain Rogue Traders. These tanks were built upon many Forge Worlds upon standards equaling those used for the vehicles of the Legiones Astartes, making these engines formidable. Each was able to transport an entire squadron of militiamen, each armed to bear, without difficulty and shield them without fail. Unfortunately, however, the STC to these mighty vehicles were lost in the upheaval of the Horus Heresy, lost during the Schism of Mars. Those planets and militias that still retained their transports have since sealed them away or gifted them to the Adeptus Mechanicus for a multitude of other resources. Those that remain remain indomitable engines of victory for the Imperial Guard. Type: Tracked Vehicle Tactical Speed: 8m Cruising Speed: 40 kph Maneuverability: -20 Structural Integrity: 55 Size: Immense Armour: 35 Front/28 Side/20 Rear Vehicle Traits: Enclosed, Reinforced Armour Crew: Driver, Gunner Carrying Capacity: 20 Imperial Guardsmen plus gear (10 Guardsmen if equipped with the Demolisher Cannon) Weapons: The Driver-Operated can be one of the following:  Twin-Linked Lascannon (Facing Front; 300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])  Demolisher Cannon (Facing Front; 50m; S/-/-; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10]; Concussive [3]) The optional pintle-mounted weapon can be one of the following:  Heavy Flamer (Facing All; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)  Multilaser (Facing All; 150m; -/-/5; 2d10+10 E; Pen 2; Clip 200; Reload 3 Full; Reliable)

Flare Shield - A vehicle with this trait can resist the Spray quality of weapons, reduces the Blast Quality of a weapon by 2 and will reduce the damage by any other ranged weapon below Titan-Grade by 1d10. Armoured Ceramite - A vehicle with this trait can resist the Melta Quality of a weapon.

Hippo; Light APC Type: Wheeled Tactical Speed: 18m Cruising Speed: 75kph Manoeuvrability: +7 Size: Enormous Structural Integrity: 25 Armour: Front 25, Side 20, Rear 18 Traits: Amphibious, Enclosed, Rugged Crew: 1 Driver, 1 Gunner Carrying Capacity: 8-10 Passengers plus gear Weapons: Turret – Heavy Stubber or Storm-Bolter Tauros Advector Another variant of the versatile Tauros Assault Vehicle, the Advector largely resembles its Venator cousin, save for the missing primary weapon. Instead, the vehicle's increased cargo bay offers sufficient space to transport a small squad of soldiers faster than any variant of Chimaera. The ease of refitting the passenger bay has led to a number of subvariants, such as a voxline carrier equipped with cable-laying gear, a command variant with long range vox equipment and a "bedstead" aerial frame, and as a ammunition transporter operating in tandem with the mortar-variant of the Venator. The missile hardpoints have been removed and replaced by sets of webbing ratchets capable of securing up to two barrels or the equivalent in suitably proportioned crates on either side of the vehicle. Whilst the Tauros Assault Vehicle and its variants are still unpopular with the leaders of the Departmento Munitorum and their focus on heavy machinery, the Advector also sees use in a number of other Imperial organisations, including the Adeptus Arbites and the Adepta Sororitas. Type: Wheeled Vehicle Tactical Speed: 20m Cruising Speed: 110kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 25 Armour: Front 18, Side 15, Rear 15 Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 4 Weapons: None The Advector may take one pintle-mounted weapon mounted on top of the vehicle, just behind the driver's seat, to be controlled by one of its passengers: - Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 75; Reload 2 Full) - Stormbolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) The Advector follows the same special rules for its motive systems as the Tauros Assault Vehicle. In addition, all passengers may fire their weapons from inside the vehicle whilst counting their Body and Legs as concealed by cover. Taurox

The Taurox is armoured truck like apc with 4 independent tracks. It combines the speed of scout vehicle, the transport and armour of a light apc and firepower of a light tank. It seems too good to be true but the expense to build, the limited production facilities and difficulty of maintenance mean that it remains unfamiliar and disliked by most IG troops. It remains the transport for of elite scouts and Special Forces of the Guards most prestigious and well equipped regiments. Type: Tracked Vehicle Tactical Speed: 20 m Cruising speed: 110 kph Manoeuvrability: 10 Structural Integrity: 35 Size: Massive Armour: Front 24, Side 16, Rear 16 Vehicle Traits: Enclosed, Tracked Vehicle, Over-charged engine, All-terrain Crew: 1 Driver, 1 Co-pilot / Gunner (Hull Weapon if applicable), (1 Gunner (turret) if applicable) Carrying Capacity: None Options The Taurox may be equipped with a turret containing a twin linked autocannon:  Twin-linked autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, twin-linked) If the Taurox doesn’t have a turret it can have a fixed forward twin-linked autocannon, one on either side of the hull to the rear.  Twin-linked autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, twin-linked) The Taurox may take one Pintle-Mounted Storm Bolter at the front of the vehicle if it doesn’t have a turret:  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special: There is a single fire ports on either side of the vehicle that can be fired through by a passenger. Passenger access is via the doors on either side of the vehicle and one at the rear. Taurox Prime While the Taurox is rare among the guard the Taurox prime is even rarer and more heavily armed variant that is the exclusive transport of the Militarum Tempestus from the Schola Progenium. Type: Tracked Vehicle Tactical Speed: 20 m Cruising speed: 100 kph Manoeuvrability: 10 Structural Integrity: 35 Size: Massive Armour: Front 26, Side 18, Rear 16 Vehicle Traits: Enclosed, Tracked Vehicle, Over-charged engine, All-terrain Crew: 1 Driver, 1 Co-pilot / Gunner (Hull Weapon), 1 Gunner (turret/missile launcher) Carrying Capacity: None Options The Taurox prime may be equipped with a turret containing a one of the following weapons:  Taurox battle-cannon (450m; S/-/-; 3d10+6 X; Pen 5; Clip 40; Reload 2 full; Blast 5, Reliable)  Twin-linked Taurox gatling cannon (120m; -/-/20; 1d10+5 I; Pen -; Clip 2000; Reload 2 full; Gatling 3, twin-linked) If the Taurox prime doesn’t have a turret it has a Taurox missile launcher  Taurox missile launcher (450m; S/2/-; †; Pen †; Clip 6; Reload 1 full (per missile); †) † Depends on ammo used The Taurox prime may have a pair of fixed forward twin-linked weapons, one on either side of the hull to the rear of the vehicle:  Twin-linked autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable, twin-linked)  Twin-linked hot-shot volley gun (120m; S/3/6*; 1d10+4 E; Pen 7; Clip n/a; Reload 2 full; twin-linked)

The Taurox may take one Pintle-Mounted Storm Bolter at the front of the vehicle if it doesn’t have a turret:  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special: There is a single fire ports on either side of the vehicle that can be fired through by a passenger. Passenger access is via the doors on either side of the vehicle and one at the rear.

Artillery Bombard Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Colossus Siege Mortar Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Scylla, Light Artillery Constructed using the flexible and ancient A60 Half-Track chassis the Scylla sacrifices transport space in exchange for a rear mount capable of carrying a wide variety of heavy weaponry or light artillery. The Scylla sacrifices the heavier armour of the ubiquitous chimera chassis for greater speed and mobility, the Scylla usually provides close-ranged fire support to regiments. Its relatively simple and low cost construction make it a popular choice amongst regiments that cannot afford heavier artillery support and especially popular with PDF of non-industrial worlds. The Scylla is an old design and is renowned for its unique weapon mount: The Avalanche Launcher, a cantankerous but devastating weapon. Type: Tracked Vehicle Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +0 Structural Integrity: 30 Size: Enormous Armour: Front 24, Side 22, Rear 16 Vehicle Traits: Carry Capacity: Open-Topped, Rugged, Tracked Vehicle Crew: 1 Commander, 1 Driver, 2 Gunners (Hull Weapon, Avalanche) Carrying Capacity: None Weapons: Hull Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) Rear Mount: Chose one of the following  Avalanche Launcher (1500m; -/-/8; 2d10+2 X; Pen 2; Clip 32; Reload 2 full per tube; Blast (5), Indirect (5))

      

Heavy Mortar – Gatling Gun Medium Field-Gun Quad-Stubber – (Storm and Twin-linked) Skyfire Missile System – (Hunter-killer missile launcher which targets aircraft) Twin-linked Autocannons (can be set up for skyfire) Twin-linked Heavy-Bolters

Avalanche Bombardment Launcher Vehicle Launcher This highly inaccurate and unpredictable weapon is used to launch a barrage of frag missiles at entrenched positions. These 32 missile tubes are arranged eight wide and stacked four high. Their inaccurate nature allows for a bigger spread. Alternate loads for the Avalanche include the Scatter Missile and the Incineration Missile (1d0+5 E, Pen 6, Blast (5), Flame). It takes two full action per missile to reload this mighty beast. Usurper Mobile Gun (Renegade/Chaos model artillery piece, cheap basilisk) Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Howitzer (Cheap Earthshaker) Wyvern; Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Light Armour N20 “Hunter” Half-Trak Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: +5 Size: Enormous Structural Integrity: 30 Armour: Front 28, Side 20, Rear 15 Traits: Half-Track, Rugged Crew: 1 Driver, 1 Gunner and 1 Loader Carrying Capacity: 10 Infantry Weapons: M20 Greyhound; Scout/Support Car Type: Wheeled Tactical Speed: 30m Cruising Speed: 90kph Manoeuvrability: +9 Size: Enormous

Structural Integrity: 20 Armour: Front 23, Side 20, Rear 18 Traits: Open-Topped, Rugged Crew: 1 Driver, 1 Loader, 2 Gunners (Front and Turret) Carrying Capacity: None Weapons: Front;  Heavy Bolter  Heavy Flamer  Heavy Stubber Turret;  Heavy Bolter  Heavy Flamer  Quad-Heavy Stubber,  Multi-Laser Jackal; Armoured Car Type: Wheeled Tactical Speed: 20m Cruising Speed: 85kph Manoeuvrability: +7 Size: Enormous Structural Integrity: 25 Armour: Front 25, Side 18, Rear 16 Traits: Enclosed, Rugged Crew: 1 Driver, 1 Gunner Carrying Capacity: Weapons: Turret  Heavy Bolter:  Heavy Flamer:  Heavy Grenade Launcher: 90m, S/2/-, Dam x, Pen x, Clip 20, Reload 2 Full, Traits x  Gatling Gun: 120m, -/-/10, Dam 2d10+4I, Pen 3, Clip 300, Reload 3 Full, Traits: Reliable, Storm,  Twin-Linked Multi-laser: 150m, -/-/5, 2d10+10, Pen 2, Clip 400, Reload 2 Full, Traits Reliable, Twin-Linked Siegfried Light Tank

Type: Tracked Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +5 Size: Enormous Structural Integrity: 30 Armour: Front 30, Side 20, Rear 14 Traits: Rugged Crew: 1 Driver, 1 Gunner Carrying Capacity: None Weapons: Multi-Laser (Turret) STeG 4; Light Tank Urdeshi Light-Tank. 6 Wheeled. 40mil cannon Type: Wheeled Tactical Speed: 15m Cruising Speed: 70kph Manoeuvrability: +5 Size: Enormous Structural Integrity: 40 Armour: Front 32, Side 24, Rear 18 Traits: Enclosed, Rugged

Crew: 1 Driver, 1 Gunner, 1 Commander Carrying Capacity: None Weapons: Light Cannon – (3d10+5X) Coaxial Stubber – Wasp; Reconnaissance Car The Wasp fulfils the role of a reconnaissance and raiding vehicle for many PDF units, and even sees limited use in some Imperial Guard artillery regiments. Fitted with long range vox equipment and usually operated by crews experienced in gathering information, the Wasp is integral to many worlds’ first response forces. With the vehicle's autocannon and heavy stubber, it can even be a threat to enemy infantry or light vehicles; many a convoy has been picked apart by a Wasp ambush. Type: Wheeled Vehicle Tactical Speed: 25m Speed: 90 km/hr Maneuverability: +10 Structural Integrity: 25 Size: Enormous Armor: 22 Front, 18 Side, 14 Rear Vehicle Traits: Open-topped, Rugged, Wheeled Vehicle, Enhanced Motive Systems, Amphibious, Long Range Vox Crew: 1 Driver, 1 Gunner (Turret Autocannon), 1 Loader, 1 Commander (Pintle Weapon) Carrying Capacity: None Weapons: Turret Mounted Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Mag 21, Rld 2 Full, Reliable) The Vehicle carries 105 rounds of ammunition for the main weapon -Pintle Mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Mag 75, Rld 2 Full, OgrynProof)

Medium Armour Bulldog; Hellhound Variant This vehicle is an uncommon but fairly distinctive variant of the ubiquitous Hell-Hound, its reinforced and oversized turret bearing the short, fat-barrelled Heavy Shot-Cannon that has become synonymous with the Bulldog. It’s conspicuous size and profile is made more so by the large recoil tubes on either side, and its rear is often less pronounced than other Hell-Hound variants, as it instead mounts massive magazines which hold its wide variety of ammunition. This vehicles major method of attack is to fill the air around it with shot in rapid succession. The Bulldog is often fielded as close ranged fire-support for fast moving infantry, especially when the enemy is often lightly armoured and closely packed together, this makes it a favourite when employed against massed rebellions and riots or assaults by poorly equipped soldiers. Type: Tracked Tactical Speed: 18m Cruising Speed: 70kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 40 Armour: Front 30, Side 28, Rear 18 Traits: Enclosed, Enhanced Motive Systems, Reinforced Armour Crew: 1 Commander, 1 Driver, 1 Gunner Carrying Capacity: none Weapons: Hull Mounted - Choose one of the following: Heavy Bolter or Heavy Flamer Printle Mount: Choose one of the following: Heavy Stubber or Storm-Bolter Turret: This vehicle is always equipped with a Bulldog Heavy Shot Cannon

Devil Dog; Hell-Hound Variant This rare variant of the Hellhound flame tank boasts a powerful melta cannon, an immensely destructive weapon capable of turning a battle tank to slag or breaching the mightiest fortress walls with a single shot. Type: Tracked Tactical Speed: 18m Cruising Speed: 70kph Manoeuvrability: +10 Size: Massive Structural Integrity: 30 Armour: Front 30, Side 28, Rear 18 Traits: Enclosed, Enhanced Motive Systems, Reinforced Armour, Tracked Vehicle Crew: 1 Commander (Main gun), 1 Driver, 1 Gunner (Hull Weapon) Carrying Capacity: None Weapons: Turret - Melta Cannon (75m, S/-/-, 2d10+18E, Pen 12, Clip 20, Reload 2 Full, Blast (6), Melta) Hull –  Multi-Melta  Heavy Flamer Lion; Medium Battle Tank The Lion is a mobile light tank that was designed to fill the operational gap between the Chimera and the Leman Russ, maintaining some of the speed and manoeuvrability of its cousin the Salamander but being more heavily armoured. The Lion provides armour support to fast moving armoured formations and light infantry, speeding ahead of its more ponderous brethren to harass enemy supply lines, hunt lighter vehicles and destroy heavy infantry. The Lion is usually deployed in larger numbers and formations than their larger brethren, usually in formations of five. The Lion is constructed using the versatile and ubiquitous chassis of the Chimera, further improving its versatility by allowing for ease of repair and reducing construction costs. This means that many worlds which do not have the resources to produce and field Leman Russ formations often field smaller numbers of lions to provide armoured support for their PDF or Regiments. The Lion features a larger and wider turret than the Chimera which is positioned further towards the vehicles rear, further, due to the space provided by losing troop capacity it can be fitted with a larger engine and heavier armour. Type: Tracked Tactical Speed: 18m Cruising Speed: 85kph Manoeuvrability: +10 Size: Massive Structural Integrity: 40 Armour: Front 35, Side 24, Rear 18 Traits: Amphibious, Enclosed, Enhanced Motive System, Rugged, Crew: 1 Commander, 1 Driver, 2 Gunners (Hull or Loading and Turret) Carrying Capacity: None Weapons: Hull – Heavy Bolter Pintle – Heavy Stubber or Storm-Bolter Turret – Choose one of  Medium Battle-Cannon (450m; S/3/-, 3d10+8I, Pen 6, Clip 40, 2 Full, Blast (3), Stabilized, Reliable) Variants – Bobcat, Gatling Gun Cougar, Twin-Linked Multi-Laser Drake, Thermal Lance Lynx, Missile Launcher Tiger, Twin-linked Las-Cannon Onager Dunecrawler

Type: Tracked Vehicle Tactical Speed: 18 m Cruising Speed: 70 kph Manoeuvrability: +10 Structural Integrity: 50 Size: Massive Armour: Front 27, Side 25, Rear 25 Vehicle Traits: Enclosed, Enhanced Motive Systems, Emanatus Force Field*, Reinforced Armour, Walker *Emanatus Force Field: grants a 20 shield rating, and +10 for every other Emanatus Force Field within 30m up to a +30 bonus Crew: 1 driver, 1 gunner, 1 commander Carrying Capacity: none Weapons: Erradication Beamer: Neutron Laser: (300M S/-/-; Damage: 5d10+10 pen: 15; Clip 5; Reload: ; Blast (3)) *the crawler must not move a turn to recharge Icarus Array* • Twin-linked Icarus Autocannon (300m; -/3/–; 3d10+8 I; Pen 6; Clip 30; Reload 4 Full;Anti-Air** Reliable, Twin-linked ) • Gattling Rocket launcher (300m; -/-/5 ; 2d10+7; Pen 6; clip 100; reload 6 full; Anti Air*, Storm) •Daedalus Missile Launcher (300m; 1/-/-: 3d10+10 pen 10; clip 10; reload 3 full; Anti-Air*) *Array: all weapons must fire together, as one attack, but with the stats of the lowest ballistic skill weapon, on success all weapons hit and use degrees of success to determine number of hits as normal **the weapon receives an automatic -20 against targets of a equal or lower elevation) Twin-Linked Heavy Phosphor Blaster (280m; S/4/-; 1d10+7; pen 8, clip 40; reload 2 full; Phosphor*, Twin-Linked) *Phosphor: a target taking a wound from this model spends the next 4 turns or 2 minutes with -40 stealth, and a +10 to hit bonus.

Heavy Armour

Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: AT70 Battle Tank; Reaver Pattern The AT70 Battle Tank produced by the Urdeshi forges possesses several major disadvantages when compared to the Leman Russ: It has cheaper, thinner armour plating, lacks the sophisticated sensor equipment, its engines are inefficient and it mounts a lighter main weapon. However, it makes up for these disadvantages by being significantly cheaper to build and easier to maintain, which allows it to be produced in significant numbers. This has led to it being favoured by various Manufactorums and is in particular favoured by PDF and Militia forces. This, combined with the conquest of Urdesh by the forces of the Arch-Traitor, has led to it becoming a common sight amongst the forces of chaos renegades and secessionists across Segmentum Obscurus. Type: Tracked Tactical Speed: 15m Cruising Speed: 40kph Manoeuvrability: -5 Size: Massive Structural Integrity: 45 Armour: Front 35, Side 30, Rear 20 Traits: Enclosed, Rugged Crew: 1 Commander, 1 Driver, 1 Gunner, 1 Loader/Gunner,

Carrying Capacity: None Weapons: Light Battle-Cannon (3d10+8X, Pen 8, Clip 12, Reload 3 Full, Blast (6), Concussive (2), Reliable) AT83; “Brigand” Pattern Battle Tank Urdeshi built competitor to the Leman Russ. Contains more advanced systems than its cousins. Type: Tracked Tactical Speed: 12m Cruising Speed: 35 kph Manoeuvrability: -10 Size: Massive Structural Integrity: 50 Armour: Front 40, Side 32, Rear 20 Traits: Enclosed, Reinforced Armour, Rugged, Crew: Carrying Capacity: Weapons: Battle-Cannon Destroyer; Tank Hunter Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Krios Battle-Tank (Adeptus Mechanicus) Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Front-Facing – one of  Lightning Cannon  Pulsar-Fusil Galvanic Traction Drive Flare Shield Leman Russ Annihilator Type: Tracked Vehicle Tactical Speed: 12m Cruising Speed: 35kph Manoeuvrability: -10 Structural Integrity: 55 Size: Massive Armour: Front 40, Side 32, Rear 20 Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle

Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon), 2 additional gunners (Sponsons, if taken) Carrying Capacity: None Weapons: Turret Mounted Twin-Linked Long Barreled Las-Cannons (450m, S/-/-, 5d10+10 E, Pen 10, Clip 120, Reload NA*, Proven(3), Twin-Linked) Hull Mounted Weapon, choose one of the following:  Heavy Bolter (Front Facing, 150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing)  Las-Cannon (Front Facing, 300m, S/-/-, 5d10+10 E, Pen 10, Clip 30, Rld 2 Full, Proven(3))  Heavy Flamer (Front Facing, 30m, S/-/-, 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Flame, Spray) Options: The Annihilator can take two sponson mounted weapons and 1 pintle mounted weapon, and like all Leman Russ variants it may take vehicle modifications and a single Hunter-Killer Missile mounted on the turret Sponson Mounted Weapons, choose one of the following  2 Heavy Bolters (Left/Right Facing, 150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing)  2 Heavy Flamers (Left/Right Facing, 30m, S/-/-, 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Flame, Spray)  2 Plasma Cannons (Left/Right Facing, 120m, S/-/-, 2d10+10 E, Pen 8, Clip 32, Rld 5 Full, Blast(1), Maximal, Overheat) Pintle Mounted Weapon, take one of the following:  Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full)  Storm Bolter (90m, S/2/4, 1d10+5 X, Pen 4, Clip 60, Rld Full, Storm, Tearing) *The Annihilator's primary weapon, the Twin Linked Long Barreled Las-Cannons, draw power from a battery bank located inside of the vehicle. This battery provides for 60 total discharges of both weapons, or 120 individual Las-Cannon shots. The battery bank can be fully recharged if the vehicle's engine is shifted into a special charging gear for 4 hours and left to run, or it can be charged by any high-voltage source of electricity, such as a connection to a power grid or a Mechanicus battery-chimera. The cannons can take individual heavy weapon charge cells if the main battery is drained, and many Annihilator crews keep a couple of extra cells in the turret's exterior stowage rack. Leman Russ Conqueror Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Leman Russ Eradicator Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Leman Russ Incinerator Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Turret – Volkite Demi-Culverin (Twin-Linked) Lemun Russ Punisher Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Turret – Punisher Gatling Cannon Macharius; Heavy Tank The Macharius is an example of what is referred to as "second generation" Baneblade. The demand for super-heavy tanks far outstrips supply and many lesser Forge Worlds petition the Adepts of Mars for the right to construct these fell machines Type: Tracked Vehicle Tactical Speed: 12 m Cruising Speed: 26 kph Manoeuvrability: -20 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 27 Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle Crew: one commander, one main gunner (turret), two loaders (turret), one driver, one comms operator (twin linked heavy stubber), two sponson gunners Carrying Capacity: none Weapons Turret-mounted twin linked battle cannon (750m, S/2/-; 3d10+10 X, Pen 5, Reload 3full, Blast[10], Concussive [3],Twin-Linked) Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked) Sponson mounted (choose one of the following)  Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)  Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Options The Macharius may take one Pintle-mounted weapon atop the turret, between:  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm Tearing) The Macharius tank can be equipped with an additional hunter-killer missile

Macharius; Omega Pattern The Macharius Omega is a relatively new addition to the Imperial arsenal, armed with a mighty Omega-pattern Plasma Blastgun. This weapon, unlike the Ryza-pattern found on Imperial Titans, is a more compact design that is easier to manufacture. While this allows it to be mounted on smaller vehicles, it is also highly unstable and more prone to overheating than its larger cousin. The comparable ease with which the Macharius 'Omega' can be manufactured and maintained has more then overcome its shortcomings in the eyes of the Departmento Munitorum, and large quantities of resources have been devoted to the forge worlds which produce them such as Lucius, Hellgrace and Dynax Primus. Subsequently, the Omega has proven its worth on the battlefield and in counter assaults against the Tyranids in particular. Another difference with other Macharius variants is the removal of the hull-mounted Heavy Stubbers, while the sponsons can still mount Heavy Bolters, Heavy Flamers or even Autocannons. It is similarly able to carry a pintle-mounted Heavy Stubber or Storm Bolter and/or a single Hunter-Killer Missile. Type: Tracked Tactical Speed: 12 m Cruising Speed: 26 kph Manoeuvrability: -25 Structural Integrity: 68 Size: Immense Armour: Front 42, Side 32, Rear 20 Traits: Extremely Volatile; Open Topped; Ponderous, Super Heavy, Tracked Vehicle Crew: 1 Commander (main gun), 1 technical servitor Gunner (main gun), 1 driver, 1 comms operator, 2 additional Gunners (Sponsons; if taken) Carrying Capacity: none Weapons Fixed weapon-mounted Omega-pattern Plasma Blastgun: this weapon has two firing modes. It may only be fired in one mode in any given turn Pulsed Bolts (Front Facing; 600m; Heavy; S/3/-; 2d10+20 E; Pen 8; Clip – ; Reload – ; Blast [10], Overheat, Maximal) Over Max (Front Facing; 800m; Heavy; S/-/-; 3d10+28 E; Pen 14; Clip -; Reload -; Blast [12]; Overheat, Recharge, Proven [3]; Backfire†) Options The Macharius Omega may take two sponson-mounted weapons (choose one of the following):  2 Autocannons (Left facing/Right facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)  2 Heavy Bolters (Left facing/Right facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)  2 Heavy Flamers (Left facing/Right facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray) The Macharius Omega may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Special Rules Backfire† : Despite being a lot more easy to build, the Omega-pattern Blast-gun is all but a safe weapon. The weapon lacks the stability of the superlative Ryza Pattern weapon and it generates more waste heat, raising the risk of catastrophic failure. After each time the Blastgun is fired, independently if it hit or no, roll a d100: if the results is lower than 90, nothing happens. If it's higher, then the weapon backfires: the vehicle suffers a single hit by the Blastgun, resolved on the rear armour. From now on, there's a 30% chance every time the gun is fired that it can collapse, destroying the vehicle utterly. Treat this like a 10+ Critical damage solved on the Weapon Critical Hit Chart. A a Very Hard (30) Test is required to repair the weapon, which rises to Arduos (-40) if attempted in a combat situation. Macharius; Vanquisher Pattern

While rarer and harder to manufacture than battle cannons the armaments of this model is capable of using special anti-tank shells in addition to normal munitions. Fired at very high velocities these anti-tank shells can penetrate even the thickest of armour which turns this variant into a potent tank hunter. Type: Tracked Vehicle Tactical Speed: 12 m Cruising Speed: 26 kph Manoeuvrability: -20 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 27 Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle Crew: one commander, one main gunner (turret), two loader (main gun), one driver, one comms operator (twin linked heavy stubber), two sponson gunners Carrying Capacity: none Weapons Turret-mounted twin linked Vanquisher cannon (900m, S/2/-; 3d10+10 X, Pen 17, Clip 20; Reload 3full, Accurate, Twin-Linked) Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked) Sponson mounted (choose one of the following)  Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)  Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Options The Macharius may take one Pintle-mounted weapon atop the turret, between:  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing) Macharius; Vulcan Pattern Firing thousands of rounds per minute, the Vulcan is a highly-effective anti-infantry platform able to sweep clear trench systems and suppress enemy heavy weapons teams. Since the mega-bolter is fed by a high-speed autoloader, the Macharius 'Vulcan' requires only a crew of six, using the space previously taken up by the two loaders for more ammunition. Type: Tracked Tactical Speed: 12 m Cruising Speed: 26 kph Manoeuvrability: -20 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 27 Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle Crew: one commander, one main gunner (turret),one driver, one comms operator (twin linked heavy stubber), two sponson gunners Carrying Capacity: none Weapons Turret-mounted Vulcan Mega Bolter (500m; –/–/20; 3d10+5 X; Pen 6; Clip 5,000; Storm, Tearing, More Power!†) Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked) Sponson mounted (choose one of the following)  Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)  Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)



Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)

Options The Macharius may take one Pintle-mounted weapon atop the turret, between:  Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)  Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm Tearing) Special Rules More Power!: Malcador; Heavy Tank Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Malcador Annihilator Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Malcador Defender Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Malcador Infernus Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Ragnarok; Heavy Battle Tank Type:

Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Thunderer; Siege Tank Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Valdor; Heavy Tank Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Super-Heavy Vehicles Banehammer Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Banesword Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew:

Carrying Capacity: Weapons: Crassus Armored Transport The Crassus is an immense super-heavy armored trasnport, named after one of Lord Solar Macharius greatest general, Borgen Crassus. Even if classified as a super-heavy, the crassus still retails a good cruise speed for its size Type: Tracked Tactical Speed: 15 m Cruising Speed: 50 kph Manoeuvrability: -5 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 25 Traits: Command and Control; Enclosed; Enhanced Motive Systems; OverDrive† Ponderous; Reinforced Armour; Super-Heavy Crew: One Commander; One Driver; Two Forward Gunners, Two Sponson Gunners, One comms Operator. Carrying Capacity: 35 men in full equipment; or 2 remote operated Cyclops; or equivalent cargo Weapons A Crassus have 4 weapon mounts: 2x front mounts with front/right and front/left facing, and 2x Sponson Weapon mounts with front/right and front/left facing. Choose any combination between the following:  Heavy Bolter: (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)  Heavy Flamer: (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)  Lascannon: (300m; S/-/-; 5d10+10 E; Pen 10; clip 30; Reload 2full; Proven [3]  Autocannon: (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable) Options A crassus can change its sponson weapons for additional armour: the Crassus loses its weapons but gains +5 Armour point on sides. The Crassus can take one Pintle-mounted weapon between: Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full) Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm Tearing) The Crassus Transport can be equipped with an additional hunter-killer missile and/or a DozerBlade. Special Rules OverDrive†: The Crassus possesses an unusually powerful drive system for a vehicle of its size. Its speed can match lighter vehicle like Chimera, letting this huge Armored Transport to cross enemy battlefield to release his cargo. When Performing a “Floor it!” action the driver moves the vehicles 7 metres more for every degree of success instead of the typical 5m. Doomhammer Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Gorgon; Armoured Assault Carrier

A really specialised vehicle, the Gorgon is assigned only to carefully-selected missions where only short distances need be crossed, such as delivering troopers to a breach during a siege, and only after the enemy has been well suppressed by artillery. An entire platoon of fifty guardsmen can be crammed into the Gorgon's armoured hull and be delivered right onto the enemy's doorstep in relative safety, thanks to the heavilyarmoured ramp mounted in its prow, bypassing either trenches thanks to its sheer length or rivers and other body of water thanks to its amphibious nature. However, Gorgons are also really slow, and so provide an easy target for every enemy unit: this combined with the absence of any armour on the vehicle's top and the absence of any firing port from which respond to enemy treats limits the Gorgons' use. They are never issued for routinely assigned frontline duty except for major assaults and because of their large, cumbersome size they are almost never fielded on an open battlefield. Despite its immense size, it requires a crew of only three, a driver and two gunners, each of them manning a twin-linked Heavy Stubber turret in the rear of the vehicle. They can also remotely control the fore- and rear-facing sponson weapons, either Heavy Stubbers, Heavy Bolters, Heavy Flamers or Mortars.

Type: Tracked Vehicle Tactical Speed: 8 m Cruising Speed: 18 kph Manoeuvrability: -35 Structural Integrity: 84 Size: Immense Armour: Front 52, Side 34, Rear 22 Vehicle Traits: Amphibious, Open-topped, Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle Crew: 1 Driver (Main Weapon), 2 Gunners (Turret and optional Sponsons) Carrying Capacities: 50 imperial guardsmen plus wargear (Ogryns counts as two men, for a total of 25).

Weapons 2 Turret-mounted Twin-linked Heavy Stubber (Front Right facing/Left facing; 100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked) 2 Fixed-mounted Gorgon Mortars (Front Facing; 25-200m, S/2/-; † ; † ;clip 2; Reload 2full; Inaccurate, Indirect [2]†)

Options A Gorgon may replace each of its Mortars with a pair of Sponson-mounted guns: (choose one of the following):



4 remote controlled Heavy Bolters (Left facing/Right facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)



4 remote controlled Heavy Flamers (Left facing/Right facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)



4 remote controlled Heavy stubbers (Left facing/Right facing; 100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)

The Gorgon may take one Pintle-mounted weapon atop the driver compartment (choose one of the following): 

Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)



Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules Due to its role and its frame, the Gorgon possesses unique special rules. While Open-topped, passengers can't fire their weapons, nor they can be targeted by those outside, unless the attacker is firing from a very higher spot. Similarly, passengers can neither be struck by any Blast or Spray attack, unless this attack comes from the sky. Either way, it's up to the GM determining if an attacker can or not target the crew or the passengers inside the Gogon. The Heavily-armoured prow provides a strong defence against any type of attack, be either a direct hit or hidden mines, and thus provides the same benefits from a 'Dozerblade and a Minesweeper (see pg. 132-133 of the SHIELD OF HUMANITY rulebook). The Gorgon-mortars can be fired by the driver as a half action. These weapons can be loaded with any type of ammunition normally used for mortars but once they're fired they need to be reloaded manually. If fired in semi-auto burst, each shell scatter independently from one other. While they counts as turret, the two twin-linked Heavy stubber have a really limited firearc: each turret can rotate up to a 90° degree arc, covering the Gorgon's front and sides and they cannot be used to engage enemy firing at the rear: the armour that covers the gunner is also a lot less durable, providing only 10 AP against enemy attacks, regardless of the direction: if an attack struck one of the turret and deal more than 18 point of damage after armour penetration, the gunner suffers one half of the damage inflicted, rounding up to body location: the turret counts as been destroyed, and every other attack that strike at this location counts as if he had hit the hull. Still, the gunner can use the Sponson-mounted guns, if he or she's still alive after the blow. Optionally, the Gorgon can swap its mortars for a pair of Sponson-mounted guns. Unlike other Imperial Guard vehicles who mounts only one single gun for each sponson, the Gorgon has two weapon for each side, one facing the front and the other facing the rear. These weapons are under the gunners' control, but they must be separately activated before use. When seems appropriate, a Gunner may spend a full action to switch from the turret-mounted stubbers to the sponson guns. Once swapped, he can control just one

of the two guns, the front or the rear facing one. It required another Half-action to swap from a gun to another. If an attack is coming rightly from one side of the vehicle, then the gunner can attempt a Routine (+20) Tech use test. If he succeeds, then he can fire both sponson-weapons on that target: make a single ordinary Ballistic Skill test for both weapons and roll damage for every single hits. Obviously, the targets of this attack need to be of appropriate size, and the GM has the final word on whether this action can or can't be performed depending on the situation. Finally, the Gorgon has the highest carrying capacity of all Imperial Guard vehicles. It can carry 50 men with all their wargear, while Ogryn counts double (so up to 25 Ogryn can cramped inside), but it is also capable to carry one or more Cyclops demolition vehicle as seen on pg. 142 of the SHIELD OF HUMANITY rulebook.

Hell-Hammer Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Praetor; Armoured Assault Launcher The Praetor Armoured Assault Launcher is a variant of the Crassus. Where the latter was conceived to carry guardsmen on the battlefield, the first was specifically created to provide a medium-range heavy artillery support, swapping their carrying abilities to mount a Praetor missile launcher. This weapon system is a truly fearsome piece of artillery: the loaded missiles are fitted with a number of different warheads, each one specifically design to counter specific enemy formation, from big infantry groups to enemy tanks. Using sophisticated surfaceto-air missiles in place of its standard Artillery payload, the Praetor is also a more than capable anti-air platform, granting the Imperium forces cover against any enemy aircraft.

Type: Tracked Vehicle Tactical Speed: 15 m Cruising Speed: 25 kph Manoeuvrability: -15 Structural Integrity: 76 Size: Immense Armour: Front 42, Side 32, Rear 25 Traits: Anti Air (Advanced), Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Targeting Matrix†, Tracked Vehicle

Crew: 1 Commander, 1 Main Gunner (Main gun), 1 Driver, 2 Forward Gunners/Loaders (Hull-mounted weapons/Main gun), 1 Comms Operator/Taget-spotter (Main gun) Carrying capacity: none

Weapons Praetor Missile Launcher on a Fixed weapon mounting (choose one of the following): 



“Surface” (1600m; S/3/5; clip 13; Indirect [4], may fire either Foehammer or Firestorm ordnances)†† “Air” (960m; S/3/6; clip 22; fires Pilum anti-aircraft ordnances).††

2 Hull-mounted weapons (choose one of the following): 

2 Autocannons: (Front facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)



2 Heavy Bolters: (Front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)



2 Heavy Flamers: (Front facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)



2 Lascannons: (Front facing; 300m; S/-/-; 5d10+10 E; Pen 10; clip 30; Reload 2full; Proven [3])

Options The Praetor can take one Pintle-mounted weapon between: 

Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)



Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special rules The Praetor Missile launcher is a powerful weapon system, and as such it incorporate some advanced characteristics. Targeting Matrix†: an ancient piece of technology commonly found inside Imperial artillery pieces, the Targeting Matrix is an advanced gear that permits to reveal enemy targets easier than ever, permitting to deliver the Emperor's justice upon his enemies: manned by the Target-spotter, this gear provides bonuses to attack enemy vehicles, either ground vehicle or aircraft.

As a full action, a Guardsman can make a Difficult (-10) Tech use test: if successful, it reveals every active vehicles with size [7] or bigger inside a radius equal to 350 metres time the number of degree of success for 1d5 rounds plus degree of success gained with the Tech use test. Once the Target Matrix has spotted possible targets, the user can choose between two possible options: 

He can grant to the gunner a +30 to his next Ballistic Skill tests when firing the main vehicle weapon.



It can choose up to a number of targets equal to his Ballistic Skill bonus. The Gunner make a Ballistic Skill Test with a Penalty of -10 for each target choose by the target-spotter after the first. If successful, then each one of those target are hit by the main weapon attack. This function works only if the weapon is capable of semi-auto or full-auto fire and thus it applied any other bonus or malus granted by this action.

Note that these bonuses and maluses stack together with other combat circumstances, like darkness, raining and range limits.

e.g. Marvin, a 7th Alactrian medic with an Intelligence of 49 and Ballistic Skill 45 is using a Targeting Matrix installed in a Praetor, while Aoki, a fellow weapon specialist is controlling the launcher on the same vehicle. Marvin makes a Difficult (-10) Tech use test and rolls a 13, scoring 4 degrees of success (1 for standard success + 3), revealing all vehicles inside a 1400 metres radius (350m x 4). Marvin becomes aware about a moving enemy armoured fist made by 5 Orkz wagons, and he can now decide to either give Aoki a +30 bonus to hit one of the wagon or instead choose up to 4 of the enemy wagons and marks them for Aoki: since she has a Ballistic skill of 53, Aoki may attack one single wagon rolling under 83 , or she can roll under 43 to hit 2 wagons at the same time, 33 for 3 wagons or 23 for 4 wagons.

†† Praetor Missile Launcher Ammunition When on the move, the Missile Launcher is retracted inside the Praetor chassis. Once it gets in the right spots, the vehicle can deploys his weapon, which requires a half action. The Praetor must be stationary to use the Missile Launcher. Refold the weapon requires another Half Action,

Ammunition Praetor must choose one of the following ammunition type before engagement Foehammer: the most common used missile, the Foehammer is a powerful warhead capable of blasting away from existence infantry and vehicles alike. 

4d10+10 X; Pen 10; Blast 10+1d10; Concussive (6), Wt 3500kg, Very Rare

Firestorm: sharing the same vector as the Foehammer, the Firestorm was designed to wreak havoc between enemy infantry lines, denying any enemy movement in a specific area. Once the final hit location for a Foehammer missile is determined, it creates a flaming barrage with radius equal to the Blast area: any units insides this area must pass a Hard (-20) agility test or suffers 2d10+2 E damage: furthermore, the enemies that fail the test are also set on fire. This effect last for 1d10 minutes. (1 minute= 12 full action). 

3d10+8 E; Pen 5; Blast 15; Concussive (2), Felling (1), Flame, Wt 3500kg, Very Rare

Pilum: Nimbler and lighter than the other vectors used by the Praetor, the Pilum is a dedicated Anti-aircraft weapon. While its damage is not equally powerful as the standard Foehammer, its adamantinum tip its capable to penetrate with ease any type of aircraft hull. The Pilum warheads cannot be fired to a ground vehicle. 

3d10+11 X; Pen 15; Proven (3), Wt 3000kg, Extremely Rare.

Due to the Praetor framework, is simply impossible to completely reload the missile launcher once all missiles are fired when not using a proper reloading bay. However, each Praetor can bring up to other 8 missiles of every type in the loadbay which can be loaded manually if needed. The process of reloading takes 4 full actions for each missile loaded, which cannot benefit from the “Rapid Reload” talent. However, if both Loaders are working together they can load 1 missile in 2 full actions. Anyway, if a Praetor carrying additional missiles suffers a critical hit on Weapon locations, it adds +1 to the result

Stormblade Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Stormhammer Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

Stormlord A rare super-heavy tank, the Stormlord is notable for its unique weapons configuration as well as its transport ability. Though only bold or extremely unwise commanders are willing to risk a legendary super-heavy tank in a frontal charge, there are few more reliable ways to deliver an entire medium-size platoon to its destination. Safe behind the tank’s thick armour, passengers can also access a firing platform from which they can man the two mounted heavy stubbers or fire their own weapons, providing a formidable defence from any enemy infantry attempting to assault the Stormlord. Meanwhile, the Stormlord’s Vulcan mega-bolter lays down a withering hail of fire, mowing down even the most heavily armoured infantry with contemptuous ease and shredding light vehicles in the barrage of extra-large calibre mass-reactive shells. Type: Tracked Tactical Speed: 9m Cruising Speed: 30kph Manoeuvrability: -30 Size: Monumental Structural Integrity: 120 Armour: Front 45, Side 38, Rear 30 Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy Crew: 1 Commander, 1 Driver, 5 Gunners Carrying Capacity: 40 Weapons: Hull-Mounted – Front Facing  Vulcan Mega Bolter (500m, -/-/20, 3d10+5X, Pen 6, Mag 3000, Storm, Tearing) Twin Heavy Bolters – 2 Turret Mounted Las-Cannons 2 Sponson mounted Twin Heavy Flamers Left and Right Passanger fed heavy stubbers. More Power!: By diverting power from its advanced engines, the Stormlord can overtax it’s main armament temporarily increasing its rate of fire. During a turn in which the Stormlord does not move, the driver may expend a full action to redirect power requiring a Ordinary (+10) Tech-Use Test. If he succeeds for one round the Vulcan Mega Bolter inflicts an additional two hits for every degree of success. Fighting Platform: The Fighting platform located directly above the Stormlords troop bay is accessible to passengers with enough room for up to twenty individuals to effectively fire without obstruction. Soldiers on the fighting platform benefit from 30AP cover to the body and leg locations. Two Passengers on the platform can operate the heavy stubbers. Stormsword Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons:

New Vehicle Traits All-terrain These vehicles have a number of adaptions to make them more suitable to uneven and loose ground including distributing power between all of its wheels or wider tracks, improved suspension and higher ground clearance. It gains a +10 (cumulative with its existing vehicle type modifier) to manoeuvrability tests in difficult ground.

Heavy Filling the gap between standard vehicles like the Leman Russ and true behemoth like the Baneblade variants, heavy vehicle are quite common in the battlefield of 41st millenium. They are a good compromise chooses for those commanders that can't afford the durability or firepower of Super-Heavy vehicles but still want to earn more than the standard tanks. A vehicle with the Heavy trait is able to ignore penalties for moving through difficult terrain, but obstacles such as rockslides, tank traps, fallen trees and building can still provide some trouble: as such, a Challenging (+0) Operate test is always required in this situation. If the test is failed, then the vehicles pass trough the obstacle, but on the next turn it cannot move more than half its Tactical speed. Further, if the test is failed by 4 or more degrees the vehicle suffer a single hit to the facing which strike the obstacle, dealing damage equal to the Armour Points provided by the obstacles (this damage are still reduced by armour), in addition to becoming stuck on the spot. Useless to say that in case of high walls, any unlucky guardsman riding outside the vehicle will be hurt. Inadequate System [X] Wheter because of poor engineering chooses or manifactural problems, the vehicle is not as reliable as it should be on paper. Fortunately, these flaws cover only one part of the vehicle, so it's not a complete Death-trap for who operates it. A vehicle with this trait who suffers a critical damage on the hit location placed between brackets add 1d5 to the results (This do not applies with Critical damage dealt by Righteous Fury). Additionally, when this happens apply the following penalties. Motive Systems: the vehicle gain the Motive Systems Destroyed Damage Condition, as seen at pg. 282 Only War Core Rulebook. Hull: the vehicle hull was deformed by the attack: anyone inside the vehicle must pass a Hard (-20) Toughness test or suffers 1d10+5 I damage. There's also a chance that the vehicle hatches deformed as well. Roll a d10: 1-6 nothing happens, 7-8 the hatches are locked in their position, trapping the crew inside, 9-0 they spurt away, leaving an easy way to get out the vehicle and letting dangerous gas enter inside Weapon: The Weapon it's struck on its position: it can still be fired, but its fire cannot be aimed. The GM has final decision whether a vehicle weapon can be fired or not, and it can imposes an Operate Test with various degree of difficulties to see if the driver can align the weapon with its current target. Additionally, the weapon cont as jammed Turret: the vehicle gain the Turret Locked Damage Condition as seen at pg. 286 Only War Core Rulebook. Additionally, internal bolts and similar spurt off, dealing 1d10+1 I damages to everyone inside the turret. Orkified Rising from the worst Techpriest's nightmare, Orkified vehicles were once proud machine of the Omnissiah, which after being incapacitated by the feral Xenos were then recovered, repaired and “re-arranged” for Ork use. Imperial Technology seems to be the most appreciated and valued by the Orkz, but stories of looted vehicles from other races are not unheard off. A vehicle with the Orkified Trait undergoes extremely changes: first of all, any Operate test made by non-ork character suffers a basic penalty of -30, due to the heavy changes made by the Xenos. The vehicles also loose the Rugged trait if it has before and gain the Ramshackle trait, but again due to the extreme change made by the orkz only Mekboyz gain the +20 Bonus to any Repair Test. Any weapon previously mounted automatically loose both Accurate and Reliable and they are replaced by the Inaccurate and Unreliable ones accordly. Finally, a GM can decides to add more specific “upgrades” to the vehicle. See Orkz Vehicle Upgrades for details. Overdrive The vehicle posses an uncommon powerful engine, which makes it more fast than it should. When Performing a Floor it! action the driver moves the vehicles 7 more metres for every degree of success instead of 5 metres.

Tau Vehicles Space-Vessels Orca Dropship Type: Spacecraft Tactical Speed: 30m/15AU Cruising Speed: 1400kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 80 Armour: Front 25, Side 25, Rear 20 Traits: Spacecraft, Crew: 1 Pilot, 2 Operators Carrying Capacity: 32 Passengers Weapons: Missile Pod Burst-Cannons x2

Aircraft

Type: Tactical Speed: m Cruising Speed: kph Manoeuvrability: + Size: Structural Integrity: Armour: Front , Side , Rear Traits: Crew: Carrying Capacity: Weapons: Barracuda Fighter Type: Spacecraft Tactical Speed: 30m/17 AUs Cruising Speed: 1400skph Manoeuvrability: +10 Size: Enormous Structural Integrity: 30 Armour: Front 25, Side 25, Rear 20 Traits: Crew: 1 Pilot Carrying Capacity: None Weapons: Ion Cannon Twin-linked Missile Pod 2x Burst Cannons Remora Stealth Drone Fighter Type: Flyer Tactical Speed: 30m/25 AUs Cruising Speed: 1800kph Manoeuvrability: +30 Size: Hulking Structural Integrity: 20 Armour: Front 25, Side 25, Rear 20 Traits: Flyer/Skimmer, Stealth Field Crew: None Carrying Capacity: None Weapons: Twin-linked Long-Barrelled Burst Cannons (120m, -/-/10, 2d10+2E, Pen 4, Clip 500) 2x Seeker Missiles (25km, S/-/-, 4d10+6X, Pen 8, Clip 1, Blast (1)) Networked Markerlight

Tiger Shark Fighter-Bomber Type: Spacecraft Tactical Speed: 30m/14AU Cruising Speed: 1400kph Manoeuvrability: +10 Size: Enormous Structural Integrity: 75 Armour: Front 25, Side 25, Rear 20 Traits: Drones, Spacecraft, Escape Pod Crew: 2 Pilots Carrying Capacity: 14 Drones or equivalent cargo Weapons: Twin-linked Ion Cannon Twin-linked Missile Pod X2 Burst Cannons

Land Vehicles Devilfish Type: Skimmer Tactical Speed: 10m Cruising Speed: 50kph Manoeuvrability: +17 Size: Enormous Structural Integrity: 25 Armour: Front 28, Side 23, Rear 20 Traits: Crew: 1 Driver Carrying Capacity: 12 Crew, 2 Drones on external racks Weapons: Driver-operated Burst Cannon Decoy Launchers: Reflexive. Duration 1 Turn. Shooters do not receive bonuses for aim or vehicle size for the duration. Hammerhead Type: Skimmer Tactical Speed: 10m Cruising Speed: 50kph Manoeuvrability: +17 Size: Enormous Structural Integrity: 35 Armour: Front 40, Side 32, Rear 24 Traits: Skimmer, Targeting Array, Reinforced Hull Crew: 1 Driver Carrying Capacity: None Weapons: 2x Burst Cannons Turret Mount – Railgun AP Round 500m, S/-/-, 3d10+30 Pen 15, Clip 3, Reload 5 Full Submunition Round, 500m, S/-/-. 2d10+5, Clip 30, Reload 5 Full, Blast (5) Piranha Scout Skimmer Type: Skimmer Tactical Speed: 18m Cruising Speed: 120kph Manoeuvrability: +25 Size: Hulking Structural Integrity: 20 Armour: Front 22, Side 18, Rear 18 Traits: Open-Topped Crew: 1 Pilot, 1 Gunner Carrying Capacity: 2 Drones Weapons: Burst Cannon Seeker Missiles

Sky-Ray Missile Defence Gunship Type: Skimmer Tactical Speed: 10m Cruising Speed: 50kph Manoeuvrability: +17 Size: Enormous Structural Integrity: 35 Armour: Front 40, Side 32, Rear 24 Traits: Reinforced Hulls Crew: 1 Pilot, 1 Gunner Carrying Capacity: None Weapons: 2x Burst Cannons 2x Markerlights 6x Seeker Missiles (25km, S/-/-, 4d10+6X, Pen 8, Clip 1, Blast (1)) Tetra Scout Speeder Type: Skimmer Tactical Speed: 30m Cruising Speed: 275kph Manoeuvrability: +20 Size: Enormous Structural Integrity: 20 Armour: Front 18, Side 18, Rear 18 Traits: Open-Topped, Crew: 1 Pilot, 1 Co-Pilot Carrying Capacity: None Weapons: Networked Markerlight Twin-linked Pulse Rifle

Walkers Battle Suits

Armour Points: Hard Points: Size: Strength: Primary systems: Recommended Loadout: Availability: Special Rules: XV25 Stealth Battlesuit Armour Points: 8 All Hard Points: 2 Size: Hulking Strength: 45 Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, Jetpack, Multi-Tracker Recommended Loadout: Burst Cannon or Fusion Blaster, Target Lock Availability: Near Unique Special Rules: No penalty to concealment or stealth due to size trait. The Chameleonic nature of the suit scores an additional two degrees of success on successful concealment, dodge, shadowing and stealth tests. XV8 Crisis Battlesuit Armour Points: 10 All Hard Points: 3 Size: Enormous Strength: 55

Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, Jet Pack, Multi-Tracker Recommended Loadout: Fusion Baster or Plasmarifle or Burst Cannon, Burst Cannon or Flamer, Target Lock or Vectored Retro-Thrusters. Availability: Near Unique Special Rules: XV9 Hazard Battlesuit Armour Points: 14 All Hard Points: 4 Size: Enormous Strength: 65 Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, Jet Pack, Multi-Tracker Recommended Loadout: Availability: Near Unique Special Rules: Photon Casters XV8-05 “Enforcer” Battlesuit / Iridium Armour Points: 11/15 All Hard Points: 4/3 Size: Enormous Strength: 60/55 Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, Jet Pack, Multi-Tracker Recommended Loadout: Availability: Unique Special Rules: XV88 Broadside Armour Points: 15 All Hard Points: 3 Size: Enormous Strength: 65 Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, MultiTracker Recommended Loadout: Availability: Special Rules: XV 104 Riptide Armour Points: 14 All Hard Points: 3 Size: Massive Strength: 80 Primary systems: Blacksun Filters, Enhanced Motive Systems, Environmental Seal, Jet Pack, Multi-Tracker Recommended Loadout: Availability: Unique Special Rules: Nova Charge XV95 Ghostkeel Armour Points: Hard Points: 3 Size: Massive Strength: 75 Primary systems: Recommended Loadout: Availability:

Special Rules:

Armour Points: Hard Points: Size: Strength: Primary systems: Recommended Loadout: Availability: Special Rules:

Ranged Weapons, Battle Suits Airbursting Fragmentation Projector Class: Heavy Range: 60m RoF: S/-/Damage: 2d10 X Penetration: 3 Magazine: 12 Reload: 2 Full Traits: Blast (4) Weight: 20kg Availability: Near Unique Burst Cannon Class: Basic Range: 50m RoF: -/3/6 Damage: 2d10 + 3 E Penetration: 4 Magazine: 40 Reload: 2 Full Traits: Weight: 15kg Availability: Very Rare Heavy Burst Cannon Class: Heavy Range: 80m RoF: -/6/12 Damage: 2d10 + 7E Penetration: 6 Magazine: 120 Reload: 4 Full Traits: Tearing Weight: 35 Availability: Very Rare Cyclic Ion Blaster Class: Heavy Range: 50m RoF: S/3/6 Damage: 2d10+5E Penetration: 6 Magazine: 100 Reload:2 Full Traits: Overcharge (4)

Weight: 25 Availability: Near Unique Phased Ion Gun Class: Heavy Range: 40m RoF: S/4/8 Damage: 1d10 + 9 E Penetration: 4 Magazine: 150 Reload: 2 Full Traits: Overcharge (6) Weight: 35 Availability: Near Unique Ion Accelerator Class: Heavy Range: 200m RoF: S/3/6 Damage: 3d10+5E Penetration: 10 Magazine: 90 Reload: 2 Full Traits: Overcharge (8) Weight: 45 Availability: Near Unique Fusion Blaster Class: Basic Range: 20m RoF: S/-/Damage: 2d10 + 8E Penetration: 12 Magazine: 8 Reload: 2 Full Traits: Weight: 7.5 kg Availability: Very Rare Fusion Cascade Class: heavy Range: 16m RoF: -/3/6 Damage: 1d10 +12E Penetration: 12 Magazine: 16 Reload: 2 Full Traits: Weight: 20kg Availability: Near Unique Fusion Collider Class: Heavy Range: RoF: Damage: Penetration: Magazine: Reload:

Traits: Weight: Availability: High Yield Missile Pod Class: Heavy Range: 200m RoF: S/-/6 Damage: 3d10+3X Penetration: 6 Magazine: 72 Reload: 2 Full Traits: Blast (3) Weight: 40kg Availability: Near Unique Missile Pod Class: Heavy Range: 200m RoF: S/-/3 Damage: 2d10+4X Penetration: 6 Magazine: 36 Reload: 2 Full Traits: Blast (2) Weight:25 Availability: Extremely Rare Plasma Rifle Class: Heavy Range: 90m RoF: S/2/4 Damage: 2d10 + 4E Penetration: 10 Magazine: 16 Reload: Full Traits: Weight: 15KG Availability: Extremely Rare Heavy Rail Rifle Class: Heavy Range: 300m RoF: S/-/Damage: 4d10 + 8I Penetration: 12 Magazine: 12 Reload: 2 Full Traits: Felling, Proven (3), Tearing Weight: 60kg Availability: Near Unique Smart Missile System Class: Heavy Range: 150m RoF: S/-/6 Damage: 2d10 + 4X Penetration: 4 Magazine: 48

Reload: 2 Full Traits: Weight: 30kg Availability: Very Rare

Melee Weapons, Battle Suit Fusion Blade Class: Melee Range: RoF: Damage: 2d10 + 8E Penetration: 12 Magazine: Reload: Traits: Unstable Weight: 10 Availability: Unique Onager Gauntlet Class: Melee Range: RoF: Damage: 3d10+10E Penetration: 10 Magazine: Reload: Traits: Powerfield, Unwieldly, Shocking Weight: 20 Availability: Unique