Skip to content
Codex Imperial Guard
Codex Imperial Guard — David Gallagher

Datafaxes

Imperial Guard

Vehicles

Basilisk

Datafax

Vehicle data

Movement
Slow 5" · Combat 10" · Fast 15"
Type
Tracked
Ram value
Str 7 · Dam D12 · Save -4
Crew
1 driver, 3 gunners
Points
175 points
Weapons
Earthshaker Artillery Gun, 45° field of fire, with Targeter. Heavy Bolter, hull, 90° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Weapon data
Earthshaker Artillery Gun
Blast 2" · Vehicle Mounted
Range
0-20 / 20-150
To hit
– / –
Str
8
Dam
2D6
Save Mod
-3
AP
3D6+8
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track†1616
3–5Hull1816
6Earthshaker1717
† Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Basilisk goes Out of Control for the rest of the game unless another crew member takes the position.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Earthshaker Artillery Gun to a random facing, and the Basilisk halts for the rest of the battle.

5

A spark reaches the fuel and the Basilisk burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Basilisk is destroyed with everyone aboard. Every model within 3" of the Earthshaker Artillery Gun takes D6 Strength 10 hits at -3.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Basilisk may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Basilisk goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Basilisk. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Earthshaker Damage Chart (D6)

D6Effect
1

The Earthshaker Artillery Gun is damaged and fires only after a D6 roll of 4+.

2–5

The Earthshaker Artillery Gun is wrecked and may not fire again this game.

6

The Earthshaker Artillery Gun is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Chimera

Datafax

Vehicle data

Movement
Slow 6" · Combat 12" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
1 driver, 2 gunners
Transport
One Imperial Guard squad and one Imperial Guard character
Points
140 points
Weapons
Multilaser, turret, 360° field of fire, with Targeter. Storm Bolter, 360° field of fire, with Targeter. Heavy Bolter, hull, 90° field of fire, with Targeter. 3 × Lasgun, 180° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Special

The Storm Bolter may be fired by the turret gunner or by any model aboard. The Lasguns may be fired by models aboard.

Weapon data
Range
0-20 / 20-60
To hit
+1 / –
Str
6
Dam
D4
Save Mod
-1
AP
D6+D4+6
Storm Bolter
Sustained Fire 1
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Lasgun
Range
0-12 / 12-24
To hit
+1 / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Auto-Launcher
Blast 2" · Blast Remains · Smoke · Defender
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Frag Defender · +10 points
Range
Base contact / –
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track†1616
3–5Hull2118
6Turret2020
† Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Chimera goes Out of Control for the rest of the game unless another crew member takes the position.

2–3

A blast rips the crew compartment apart. Every model aboard is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Chimera to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Chimera burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Chimera is destroyed with everyone aboard. Every model within 3" of its centre takes D6 Strength 10 hits at -3.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Chimera may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Chimera goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Chimera. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Turret Damage Chart (D6)

D6Effect
1

The Multilaser is damaged and fires only after a D6 roll of 4+, tested afresh each turn.

2

The turret jams and can no longer rotate. The Multilaser fires only straight ahead.

3

The Multilaser is wrecked and may not fire again this game.

4

The Multilaser is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

5+

The turret ammunition detonates and destroys the Chimera with everyone aboard. The turret is flung 2D6" in a random direction; whatever it comes down on takes D6 hits at Strength 9 with a -6 save modifier.

Griffon

Datafax

Vehicle data

Movement
Slow 6" · Combat 12" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
1 driver, 3 gunners
Points
140 points
Weapons
Heavy Mortar, 90° field of fire. Heavy Bolter, hull, 90° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Weapon data
Frag
Range
– / Guess 12-48"
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Inferno
Range
– / Guess 12-48"
To hit
– / –
Str
5
Dam
D3
Save Mod
-3
AP
D6+D3+5
Melta
Range
– / Guess 12-48"
To hit
– / –
Str
8
Dam
D10
Save Mod
-4
AP
D6+D10+8
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track†1616
3–5Hull2118
6Heavy Mortar / Crew‡1717
† Hit the one nearest to the attacker.
‡ Roll a D6 for the part struck: 1-3 the Heavy Mortar, 4+ the crew. A crew hit strikes one of its gunners, resolved under the ordinary shooting rules against a Toughness of 3. The Heavy Mortar fires on as normal while one gunner lives; with both dead it cannot fire again this battle. Under a Blast Marker the Heavy Mortar and each crew member count as separate locations, and every one the marker covers is rolled for on its own.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Griffon may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Griffon goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Griffon. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Griffon goes Out of Control for the rest of the game unless another crew member takes the position.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Griffon to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Griffon burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Griffon is destroyed with everyone aboard. Every model within 3" of its centre takes D6 Strength 10 hits at -3.

Heavy Mortar Damage Chart (D6)

D6Effect
1

The Heavy Mortar is damaged and fires only after a D6 roll of 4+.

2–5

The Heavy Mortar is wrecked and may not fire again this game.

6

The Heavy Mortar is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Hellhound

Datafax

Vehicle data

Movement
Slow 5" · Combat 10" · Fast 15"
Type
Tracked
Ram value
Str 7 · Dam D12 · Save -4
Crew
1 driver, 2 gunners
Points
165 points
Weapons
Inferno Cannon, turret, 360° field of fire. Heavy Bolter, hull, 90° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Weapon data
Range
* / Large Flamer Template
To hit
– / –
Str
6
Dam
D6
Save Mod
-4
AP
2D6+6
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke · Defender
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Frag Defender · +10 points
Range
Base contact / –
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track†1616
3–4Hull2118
5+Turret2222
† Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Hellhound goes Out of Control for the rest of the game unless another crew member takes the position.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Hellhound to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Hellhound burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Hellhound is destroyed with everyone aboard. Every model within 2D6" of its centre is struck as by an Inferno Cannon.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Hellhound may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Hellhound goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Hellhound. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Turret Damage Chart (D6)

D6Effect
1

The Inferno Cannon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. The Inferno Cannon fires only straight ahead.

3

The turret gunner is killed. The Inferno Cannon cannot fire until another crew member takes the position.

4+

The turret ammunition detonates and destroys the Hellhound with its whole crew. Every model within 2D6" of its centre is struck as by an Inferno Cannon. The turret is flung 2D6" in a random direction; whatever it comes down on takes D6 hits at Strength 9 with a -6 save modifier.

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 30"
Type
Skimmers
Ram value
Str 6 · Dam D6 · Save -3
Crew
1 driver, 1 gunner
Points
90 points
Weapons
Multilaser, 180° field of fire, with Targeter. Either Heavy Plasma Gun, Lascannon at +5 points or Missile Launcher at +5 points, forward mount, 45° field of fire, with Targeter.
Weapon data
Range
0-20 / 20-60
To hit
+1 / –
Str
6
Dam
D4
Save Mod
-1
AP
D6+D4+6
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Crew†––
3+Land Speeder1012
† The crew member nearest the attacker is hit. They have Toughness 3, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Land Speeder Out of Control until the gunner takes over, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the Multilaser, though the driver can still fire the forward weapon.

Land Speeder Damage Chart (D6)

D6Effect
1

The Multilaser is wrecked and may not be fired again.

2

The forward weapon is wrecked and may not be fired again.

3

The controls are damaged. From now on the Land Speeder must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady, otherwise it goes Out of Control for that turn.

4

The engine cuts out and the craft drops, coming down in a random direction 2D6" from where it was. Anything caught beneath takes D3 Strength 6 hits at -2. The crew leap clear, but take damage themselves if the Land Speeder had been moving more than 10" on its previous move.

5

The engine detonates and kills the crew. The wreck comes down in a random direction 2D6" off, and anything under it takes D3 Strength 6 hits at -2.

6

The fuel explodes and the crew die. The burning wreck falls 2D6" away in a random direction, and its ammunition goes up on impact: D3 Strength 8 hits at -3 on every model within 3".

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 30"
Type
Skimmers
Ram value
Str 6 · Dam D6 · Save -3
Crew
1 driver, 1 gunner
Points
70 points
Weapons
Either Heavy Plasma Gun, Lascannon at +5 points or Missile Launcher at +5 points, dorsal mount, 360° field of fire, with Targeter. Heavy Bolter, 45° field of fire, with Targeter.
Weapon data
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Crew†––
3+Land Speeder1010
† The crew member nearest the attacker is hit. They have Toughness 3, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Land Speeder Mk 1 Out of Control until the gunner takes over, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the dorsal weapon, though the driver can still fire the Heavy Bolter.

Land Speeder Damage Chart (D6)

D6Effect
1

The Heavy Bolter is wrecked and may not be fired again.

2

The dorsal weapon is wrecked and may not be fired again.

3

The controls are damaged. From now on the Land Speeder Mk 1 must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady, otherwise it goes Out of Control for that turn.

4

The engine cuts out and the craft drops, coming down in a random direction 2D6" from where it was. Anything caught beneath takes D3 Strength 6 hits at -2. The crew leap clear, but take damage themselves if the Land Speeder Mk 1 had been moving more than 10" on its previous move.

5

The engine detonates and kills the crew. The wreck comes down in a random direction 2D6" off, and anything under it takes D3 Strength 6 hits at -2.

6

The fuel explodes and the crew die. The burning wreck falls 2D6" away in a random direction, and its ammunition goes up on impact: D3 Strength 8 hits at -3 on every model within 3".

Vehicle data

Movement
Slow 5" · Combat 10" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
1 driver, 4 gunners
Points
205 points
Weapons
2 × Heavy Bolter, side mount, 180° field of fire, with Targeter. Lascannon, hull, 90° field of fire, with Targeter. Battlecannon, turret, 360° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Battlecannon
Blast 2" · Vehicle Mounted
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
2D6
Save Mod
-3
AP
3D6+8
Auto-Launcher
Blast 2" · Blast Remains · Smoke · Defender
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Frag Defender · +10 points
Range
Base contact / –
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track†1616
2–3Hull2218
4Heavy Bolter†1717
5+Turret2522
† Hit the one nearest to the attacker.

Heavy Bolter Damage Chart (D6)

D6Effect
1

The Heavy Bolter is damaged and fires only after a D6 roll of 4+.

2–5

The Heavy Bolter is wrecked and may not fire again this game.

6

The Heavy Bolter is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Turret Damage Chart (D6)

D6Effect
1

The turret Battlecannon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. The Battlecannon fires only straight ahead.

3

The turret gunner is killed. The Battlecannon cannot fire until another crew member takes the position.

4+

The turret ammunition detonates and destroys the Leman Russ. The whole crew dies, and the turret is flung 2D6" in a random direction; whatever it comes down on takes D6 hits at Strength 9 with a -6 save modifier.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Leman Russ may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Leman Russ goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Leman Russ. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies on a D6 roll of 4+; the rest dismount as normal.

Hull Damage Chart (D6)

D6Effect
1

The hull-mounted Lascannon is wrecked and may not fire again.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Leman Russ to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Leman Russ burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Leman Russ is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Vehicle data

Movement
Slow 4" · Combat 8" · Fast 16"
Type
Tracked
Ram value
Str 9 · Dam D20 · Save -6
Crew
1 driver, 4 gunners
Points
190 points
Weapons
Lascannon, hull, 90° field of fire, with Targeter. Demolisher Cannon, turret, 360° field of fire, with Targeter. Either 2 × Heavy Bolter at +30 points, 2 × Multimelta at +90 points or 2 × Heavy Plasma Gun at +60 points, side sponson, 180° field of fire, with Targeter. Auto-Launcher may be fitted, at +5 points.
Weapon data
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Demolisher Cannon
Blast 3" · Vehicle Mounted
Range
0-12 / 12-24
To hit
– / –
Str
10
Dam
2D6
Save Mod
-3
AP
3D6+10
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
–
Dam
D6
Save Mod
-2
AP
D6+5
Multimelta
Blast 2"
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Auto-Launcher
Blast 2" · Blast Remains · Smoke · Defender
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Frag Defender · +10 points
Range
Base contact / –
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track†1717
2–3Hull2220
4Side Sponson†1818
5+Turret2522
† Hit the one nearest to the attacker.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Demolisher may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Demolisher goes Out of Control next turn, then halts for the rest of the battle.

6

A track is torn away and the shredded links spin into the hull. Roll on the Hull Damage Chart.

Turret Damage Chart (D6)

D6Effect
1

The turret Demolisher Cannon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. The Demolisher Cannon fires only straight ahead.

3

The turret gunner is killed. The Demolisher Cannon cannot fire until another crew member takes the position.

4+

The turret ammunition detonates and destroys the Demolisher Cannon. The whole crew dies, and the turret is flung 2D6" in a random direction; whatever it comes down on takes D6 hits at Strength 9 with a -6 save modifier.

Hull Damage Chart (D6)

D6Effect
1

The hull-mounted Lascannon is wrecked and may not fire again.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills the crew. The blast spins the Demolisher to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Demolisher burns, killing the crew. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Demolisher is destroyed. Every model within 3" of its centre takes D6 Strength 10 hits at -3.

Side Sponson Damage Chart (D6)

D6Effect
1

The sponson weapon is damaged and fires only after a D6 roll of 4+.

2–5

The sponson weapon is wrecked and may not fire again this game.

6

The sponson weapon is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Sentinel

Datafax

Vehicle data

Type
Walkers
Ram value
Str 6 · Dam D6 · Save -3
Crew
1 Guardsman
Points
75 points
Weapons
Assault Cannon, 90° field of fire, with Targeter.
Weapon data
Assault Cannon
Sustained Fire 3
Range
0-12 / 12-32
To hit
+1 / –
Str
8
Dam
D10
Save Mod
-3
AP
D6+D10+8

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Legs1515
3Assault Cannon1515
4–5Body1515
6Imperial Guardsman†––
† The Imperial Guardsman is hit under the ordinary shooting rules: the attacking weapon's Strength against a Toughness of 3, with one Wound and Flak Armour giving a 6+ save. A dead Guardsman sends the Sentinel Out of Control for one turn, after which it collapses.

Weapon Damage Chart (D6)

D6Effect
1

The Assault Cannon is damaged and fires only after a D6 roll of 4+.

2–5

The Assault Cannon is wrecked and may not fire again this game.

6

The Assault Cannon detonates. The Imperial Guardsman dies and the machine is destroyed with them.

Leg Damage Chart (D6)

D6Effect
1

The armour plating holds, but the impact staggers the machine. The Sentinel may not move next turn.

2

The Sentinel is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets.

3–4

The leg is badly damaged. From here on the Sentinel limps D3" a turn.

5+

The leg is torn off and the Sentinel goes down. It cannot move or attack again and counts as destroyed.

Body Damage Chart (D6)

D6Effect
1

The controls run wild. The Sentinel may move or attack only after a D6 roll of 4+.

2–3

The shot punches through the body and kills the Imperial Guardsman outright.

4+

The engine explodes and kills the Imperial Guardsman. Every model within 3" takes D3 Strength 6 hits at -2.