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.
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