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IMPERIAL ARMOUR

The following rules are for the Forge World Imperial Armour vehicles.  They are taken from the Citadel Journal articles and may or may not have been changed by the time the Imperial Armour book was printed.  This page is by no means a substitute for that book, and if you want full rules, background, and other information about these and other vehicles, as well as the most recent version of these rules, you should buy the Imperial Armour book.

Destroyer Tank Hunter - Heavy Support

Points Front Armour Side Armour Rear Armour BS
160 14 13 10 3
Type: Tank Crew: Imperial Guard

Weapons: Turbo Laser Destroyer

Options: May have Smoke Launchers for +3 points.

Turbo Laser Destroyer

Range Strength AP Special
72" 10 1 Ordnance 1

 

Earthshaker Platform - Heavy Support

Points Front Armour Side Armour Rear Armour BS
50 10 10 10 3
Type: Immobile, Open-Topped Crew: Imperial Guard

Weapons: Eartshaker Artillery Gun

Options: May fire indirectly for +25 points, as per the Basilisk

Battery: 1-3 Eartshaker Platforms

 

Hydra Flak Tank - Heavy Support

Points Front Armour Side Armour Rear Armour BS
120 12 10 10 3
Type: Tank Crew: Imperial Guard

Weapons: Two Twin-Linked Long-Barrelled Autocannon, Hull mounted Heavy Bolter

Options: May have Smoke Launchers for +3 points

Long-Barrelled Autocannon: The range of the Hydra's Autocannon is 72"

 

Hydra Flak Platform - Heavy Support

Points Front Armour Side Armour Rear Armour BS
60 10 10 10 3
Type: Immobile, Open-Topped Crew: Imperial Guard

Weapons: Two Twin-Linked Long-Barrelled Autocannon

Battery: 1-3 Platforms

Long-Barrelled Autocannon: The range of the Hydra's Autocannon is 72"

 

Leman Russ Conqueror - Heavy Support

Points Front Armour Side Armour Rear Armour BS
140 14 13 11 3
Type: Tank Crew: Imperial Guard

Weapons: Conqueror Cannon, Pintle mounted Storm Bolter. Hull mount may be a Lascannon for +15, or a Heavy Bolter for +5.

Options: Sponsons may be added carrying Heavy Bolters for +10 or Heavy Flamers for +10. The Leman Russ Conqueror comes equipped with a searchlight and may have Smoke Launchers for +3 points.

Conqueror Cannon

Range Strength AP Special
42" 6 3 Ordnance 1/Blast

The Leman Russ Conqueror may move up to 6" and still fire its Ordnance weapon.

 

Leman Russ Exterminator - Heavy Support

Points Front Armour Side Armour Rear Armour BS
145 14 12 10 3
Type: Tank Crew: Imperial Guard

Weapons: Plasma Blastgun. Hull mount may be a Lascannon for +15, or a Heavy Bolter for +5.

Options: Sponsons may be added carrying Multi Meltas for + 30, Plasma Cannon for +20, Heavy Bolters for +10 or Heavy Flamers for +10. The Exterminator may take Imperial Guard vehicle upgrades.

Plasma Blastgun: The Plasma Blastgun is a devastating weapon, but the power drains on the Leman Russ hull are excessive. When fired, the Leman Russ may not fire any other weapon in that turn. In addition, it may also neither move nor fire the Plasma Blastgun again in the following turn. All the normal rules for Ordnance weapons apply, though the small blast template is used, rather than the larger Ordnance one.

Range Strength AP Special
36" 9 1 Ordnance 1/Blast

 

Manticore Multi-Launcher - Heavy Support

Points Front Armour Side Armour Rear Armour BS
105 12 10 10 3
Type: Tank Crew: Imperial Guard

Weapons: Manticore Multi-Launcher, Hull mounted Heavy Bolter

Options: May have Smoke Launchers for +3 points

Manticore Multi-Launcher

Range Strength AP Special
Guess 250" 7 4 Ordnance 1/Blast

 

Salamander Command Vehicle - HQ

Points Front Armour Side Armour Rear Armour BS
60 12 10 10 3
Type: Tank, Open-Topped Crew: Imperial Guard

Weapons: Heavy Flamer, Hull mounted Heavy Bolter

Options: May have Smoke Launchers for +3 points.

Communications Vehicle: The Salamander has advanced communications equipment, allowing the Guard player to re-roll one reserves roll, so long as the Salamander itself is not in reserve. Also, the Salamander allows the Guard player to re-roll any dice when checking to hjit an enemy unit or obstacle in a Preliminary Bombardment, in missions where this is applicable.

The Salamander Command Vehicle may be taken in place of Command Sections in any Imperial Guard mechanized army.

 

Salamander Scout Vehicle - Fast Attack

Points Front Armour Side Armour Rear Armour BS
80 12 10 10 3
Type: Tank, Open-Topped Crew: Imperial Guard

Weapons: Autocannon, Hull mounted Heavy Bolter

Options: May have Smoke Launchers for +3 points.

Communications Vehicle: The Salamander has advanced communications equipment, allowing the Guard player to re-roll one reserves roll, so long as the Salamander itself is not in reserve. Also, the Salamander allows the Guard player to re-roll any dice when checking to hjit an enemy unit or obstacle in a Preliminary Bombardment, in missions where this is applicable.

Over-Charged Engines: If the Salamander passes a Difficult Terrain test, then it may move a further 6". When Over-Charged Engines are used, the Salamander may not fire any weapons.

 

Thunderer Seige Tank - Heavy Support

Points Front Armour Side Armour Rear Armour BS
150 14 13 11 3
Type: Tank Crew: Imperial Guard

Weapons: Hull mounted Demolisher Cannon

Options: May have Smoke Launchers for +3 points

 

Turret Emplacement - Heavy Support

Points Front Armour Side Armour Rear Armour BS
75 13 13 13 3
Type: Immobile Crew: Imperial Guard

Weapons: Battlecannon

Battery: 1-3 Turrets


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