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APOCALYPSE Imperial Guard formations are not known for their mobility and rely on overwhelming firepower to achieve their battlefield objectives. As a result, many Imperial commanders nurse a deep-set loathing, that borders on hatred, for any foe that is able to advance swiftly enough as to reach the Imperial lines before the massive bombardments have taken a sufficient toll. From such obsessions did the Banehammer super-heavy tank evolve. The Banehammer’s tremor cannon fires massive shells that are fused to explode only after they have buried some distance into the ground. The resulting shockwave is invariably as lethal to troops on the surface as conventional ordnance, but can also disrupt the enemy advance for a considerable distance. Banehammers have proven particularly effective in the ongoing battle against Hive Fleet Leviathan. The larger Tyranid bio-monstrosities have proven notoriously resilient to even the heaviest weaponry, but a well-placed tremor cannon shell can slow them long enough for massed fire to bring them down. BANEHAMMER SUPER-HEAVY TANK POINTS: 450 Sponson-mounted lascannon Size Comparison. Troop bay with crew- served heavy stubbers High density armour plating Twin-linked heavy bolters OPTIONS: A Banehammer may be given the following upgrades from Codex: Imperial Guard: hunter-killer missile, pintle-mounted heavy stubber, pintle-mounted storm bolter. A Banehammer may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost. It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points. UNIT: 1 Banehammer TYPE: Super-heavy tank STRUCTURE POINTS: 3 TRANSPORT: The Banehammer has a transport capacity of 25. FIRE POINTS: Up to 10 models may fire from the Stormlord’s fighting platform. ACCESS POINTS: The Banehammer is treated as open-topped for the purposes of passengers embarking and disembarking. WEAPONS AND EQUIPTMENT: - Hull-mounted tremor cannon - Hull-mounted twin-linked heavy bolter - Two sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter - Searchlight and smoke launchers WEAPON RANGE STR AP SPECIAL Tremor cannon 60" 8 3 Ordnance 1, 7" Blast, Earthshock*, Primary weapon Lascannon 48" 9 2 Heavy 1 Heavy bolter 36" 5 4 Heavy 3 Heavy flamer Template 5 4 Assault 1 ARMOUR BS Front Side Rear 3 14 13 12 *Earthshock: When the final position of the tremor cannon blast is determined, place a suitable marker under the hole and roll 4D6. This is the size of the shockwave zone generated by the shot. The shockwave lasts until the start of the Banehammer’s next turn. Any units moving through the shockwave zone will do so as if they were moving through difficult terrain. Any units moving through difficult terrain in the shockwave zone will roll 1D6 less than normal to determine their maximum movement. Vehicles treat the shockwave zone as dangerous terrain – including skimmers (their motive systems are particularly vulnerable to boulders and rock shards being hurled into the sky). Tremor Cannon

m2440063 Imperial Guard Datasheet - Bane Hammer

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Page 1: m2440063 Imperial Guard Datasheet - Bane Hammer

APOCALYPSE

Imperial Guard formations are not known for their mobilityand rely on overwhelming firepower to achieve theirbattlefield objectives. As a result, many Imperialcommanders nurse a deep-set loathing, that borders onhatred, for any foe that is able to advance swiftly enoughas to reach the Imperial lines before the massivebombardments have taken a sufficient toll. From suchobsessions did the Banehammer super-heavy tank evolve.

The Banehammer’s tremor cannon fires massive shellsthat are fused to explode only after they have buried some

distance into the ground. The resulting shockwave isinvariably as lethal to troops on the surface as conventionalordnance, but can also disrupt the enemy advance for aconsiderable distance. Banehammers have provenparticularly effective in the ongoing battle against Hive FleetLeviathan. The larger Tyranid bio-monstrosities have provennotoriously resilient to even the heaviest weaponry, but awell-placed tremor cannon shell can slow them longenough for massed fire to bring them down.

BANEHAMMER SUPER-HEAVY TANK POINTS: 450

Sponson-mountedlascannon

Size Comparison.

Troop bay with crew-served heavy stubbers

High densityarmour plating

Twin-linkedheavy bolters

OPTIONS: A Banehammer may be given the followingupgrades from Codex: Imperial Guard: hunter-killer missile,pintle-mounted heavy stubber, pintle-mounted storm bolter.

A Banehammer may replace its two side sponsons with armourplates, increasing its side armour to 14 at no extra cost.

It may instead add two extra sponsons, each with onelascannon and one twin-linked heavy flamer or heavy bolter for+100 points.

UNIT: 1 Banehammer

TYPE: Super-heavy tank

STRUCTURE POINTS: 3

TRANSPORT: The Banehammer has a transport capacity of 25.

FIRE POINTS: Up to 10 models may fire from the Stormlord’sfighting platform.

ACCESS POINTS: The Banehammer is treated as open-toppedfor the purposes of passengers embarking and disembarking.

WEAPONS AND EQUIPTMENT:

- Hull-mounted tremor cannon

- Hull-mounted twin-linked heavy bolter

- Two sponsons, each with one lascannon and either a

twin-linked heavy flamer or a twin-linked heavy bolter

- Searchlight and smoke launchers

WEAPON RANGE STR AP SPECIALTremor cannon 60" 8 3 Ordnance 1,

7" Blast, Earthshock*,Primary weapon

Lascannon 48" 9 2 Heavy 1

Heavy bolter 36" 5 4 Heavy 3

Heavy flamer Template 5 4 Assault 1

ARMOURBS Front Side Rear3 14 13 12

*Earthshock: When the final position of the tremor cannon blast isdetermined, place a suitable marker under the hole and roll 4D6. This isthe size of the shockwave zone generated by the shot. The shockwavelasts until the start of the Banehammer’s next turn. Any units movingthrough the shockwave zone will do so as if they were moving throughdifficult terrain. Any units moving through difficult terrain in theshockwave zone will roll 1D6 less than normal to determine theirmaximum movement. Vehicles treat the shockwave zone as dangerousterrain – including skimmers (their motive systems are particularlyvulnerable to boulders and rock shards being hurled into the sky).

Tremor Cannon