Imperial Kestrel

Hunter-Killer missile launcher vehicle

300 points
Crew Ram Value
1 Imperial Guard Driver Strength 8
2 Imperial Guard Gunners D12 damage -5 save
Movement
Slow Speed: 6"
Combat Speed: 12"
Fast Speed: 20"
Type: Tracked

Weapons
Range To Hit
WeaponsShortLongShortLongSTR.DAM.Save Mod.APSpecial
Hunter Killer Missile--3+3+82D10-68+2D10+D6Always hits on 3+, can only be fired at dreadnoughts, buildings, vehicles or similar targets.


Note: The Kestrel has six Hunter-Killer missile tubes, giving a total of six shots. Only one missile may be fired per turn. The Kestrel has no other weapons.

D6LocationFront AmourRear/side armour
1-2Track1616
3-5Hull2118
6Missile Rack1210


Track Damage Table
D6
1May only move at Slow speed for the rest of the game.
2-5Track is blown off; Kestrel moves Out of Control next turn and then comes to a halt for the rest of the game.
6Track is blown off; Kestrel flips over and comes to rest D6" away in a random direction. Any model it lands on takes D6 S7 hits with a -2 save modifier. Roll a D6 for each crew member; on a 4+, the crew is slain. Surviving models may disembark using normal rules.
Hull Damage Table
D6
1Driver is slain. Unless his position is taken over, the Kestrel will move out of control until the end of the game
2-3Roll a D6 for each crew member; on a 4+ they are slain.
4Engine explodes, killing crew instantly. Tank is spun around to face a random direction, then comes to a halt for the rest of the game.
5Fuel tank explodes, killing all crew. Wreck moves out of control next turn and then explodes; anything within a 3" blast marker of the point where it ends up is caught in the explosion, suffering a hit as by a Heavy Flamer.
6Ammunition explodes; tank is destroyed and any models within 3" suffer D6 S10 hits with a -3 save modifier. Hunter-Killer Missiles explode. All models within a radius in inches equal to the number of Hunter-Killer missiles remaining in the rack take D6 strength 8 hits with a -3 save modifier doing 1 point of damage.
Missile Rack Damage Table
D6
1The rack is damaged, and may only fire missiles on a 4+.
2-5The rack is destroyed, and no missiles may be fired for the rest of the battle.
6The Missiles explode in a huge fireball. Count this as a "6" on the hull damage table to see the effect.

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Copyright Adrian Johnson © 1999. All trademarks are property of their respective owners.

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