IMPERIAL GUARD CAPITOL IMPERIALIS - 750 pts
VEHICLE DATA CREW: 1 IMPERIAL GUARD DRIVER 9 IMPERIAL GUARD GUNNERS MOVEMENT: COMBAT SPEED: 10" TYPE: TRACKED RAM VALUE: STRENGTH 12 3D10 DAMAGE -8 SAVE WEAPONS: BEHEMOTH CANNON with 180 degree frontal firing arc. The Behemoth Cannon has a TARGETER and fires 4 5" barrage templates each round. Place the templates touching each other then roll to hit, scattering if necessary. Anything mostly under the templates is hit on a 5+. EIGHT TWIN LINKED BOLTERS. Four with 180 degree firing arcs along the left, and four with 180 degree firing arcs along the right. All the Bolters have TARGETERS. ENHANCED AUTO-LAUNCHERS with blind and frag grenades. You may choose whether to fire blind or frag grenades each round. The grenade templates surround the Capitol Imperialis in a circle from 2" to 6" from the center of the Capitol Imperialis. The range is selected each round. The edges of the blast templates should just touch either and they don't deviate after being placed. TRANSPORT: 160 Imperial Guardsmen, or 20 Leman Russ or smaller tanks, or 6 Baneblade sized tanks or any combination. SPECIAL: The Capitol Imperialis is always considered to be at combat speed and may move up to 10". Due to its huge mass, the Capitol Imperialis may cross any terrain except Impassible terrain. The Capitol Imperialis has SIX VOID SHIELDS. For any shot that hits the Capitol Imperialis, roll its armor penetration. If the shot penetrates an armor value of 20 or more, then a Void Shield is dropped. Only after all the Void Shields are dropped may shots actually hit the Capitol Imperialis. At the end of the Imperial Guard turn, roll a d6 for each downed shield. On a 5+ the Void Shield is regenerated. Void Shields do not offer any protection against close combat attacks. If any Void Shields are still up, then any psychic attack will be automatically dispelled on a 4+. WEAPON DATA Range To Hit Weapon Shrt Lng Shrt Lng Str Dam SM Armor Spec Behemoth Cannon 0-20 20-40 - - 6 d4 -2 d6+d4+6 Bolter 0-12 12-24 +1 - 4 1 -1 d6+4 Front Side/Rear 1 Tracks 21 21 2-5 Hull 25 25 6 Behemoth Cannon 25 25 Track Damage Table 1 The track is damaged and the Capitol Imperialis grinds to a permanent halt. 2-5 The track is blown off. The Capitol Imperialis moves out of control next turn and then comes to a permanent halt for the rest of the battle. 6 A track is blown off and the resulting damages smashes the Capitol Imperialis's drive shaft causing it to flip over. The wreck comes to a rest d6" away in a random direction. Any model it lands on takes d6 S7 hits with a -2 saving throw modifier. Roll a d6 for each model on board. They are killed in the crash on a d6 roll 4, 5 or 6. Surviving models may dismount using the normal rules. Hull Damage Table 1 The driver is hit and killed. The Capitol Imperialis moves out of control until another model takes over. 2-4 A fiery explosion tears through the Capitol Imperialis. Roll a d6 for each model onboard. On a roll of 4, 5 or 6 they are hit and killed. 5 A spark ignites the Capitol Imperialis's fuel tank and it bursts into flames, killing everyone onboard. The flaming wreck moves out of control next turn and then explodes. Anything within 3" of the point where it ends up is caught in the explosion, suffering damage exactly as if hit by a heavy flamer. 6 The Behemoth Cannon's ammunition explodes. The Capitol Imperialis is destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving throw modifier. Behemoth Cannon Damage Table 1 The Behemoth Cannon is damaged and may only be fired if you first roll a 4 or more on a d6. 2 The turret is jammed and may no longer rotate. The Behemoth Cannon may only fire in a straight line at targets that are directly in front of it. 3 The turret gunner is killed. Unless his position is taken over by another crew member the Behemoth Cannon may no longer be fired. 4-6 The power supply explodes and the Capitol Imperialis is destroyed. All crew are killed and the turret is blown off, flying 2d6" in a random direction before it crashes to the ground. Anything under the spot where the turret lands takes d6 strength 9 hits with a -6 saving throw modifier.
Warhammer 40k Section Vehicle Bay Links