TEXT: IMPERIAL ARMOUR VOLUME 2
  SPACE MARINES AND FORCES OF THE INQUISITION
  RULES UPDATE (Version 1.3)
  This document is an update to all the rules in our Imperial Armour volume 2 book to bring
  them in line withthe current edition of Warhammer 40,000 and Warhammer 40,000
  apocalypse and is intended to provide official sets of rules for your Forge World models for
  use in your games.
  Special note should be made of the Deathstorm Drop Pod, (formerly the Deathwind Drop
  Pod) and the inclusion of the Lucius Pattern Dreadnought Drop Pod as the rules for these
  have changed substantially from those previously published.
  
  page 26
  page 36
  page 44
  page 48
  Unit Composition: 
  • 1 Rhino
  Unit Type:
  • Vehicle (Tank)
  Fire points:
  • Two models can fire from
  the Rhinos top hatch
  RHINO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Points 
  Options:
  • May take any of the following:
  - a storm bolter...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  Transport Capacity:
  • Ten models
  Special Rules:
  • Repair
  Armour
  BS
  F
  S
  R
  Rhino
  4
  11 11 10
  Wargear: 
  • Storm bolter
  • Smoke launchers
  • Searchlight
  The Rhino is a dedicated transport vehicle for numurous squads in
  Space Marine, Dark Angel, Black Templar, Space Wolf and Blood
  Angels Armies, please refer to the appropriate codex. 
  Unit Composition: 
  • 1 Predator Destructor
  Unit Type:
  • Vehicle (Tank)
  PREDATOR DESTRUCTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Point
  Options:
  • May take side sponsons with heavy bolters for...................................+25 pts 
  or with lascannons for .................................................................................................+60 pts 
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  Wargear:
  • Autocannon
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Predator Destructor
  4
  13 11 10
  The Predator Destructor is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex.
  Unit Composition: 
  • 1 Predator Annihilator
  Unit Type:
  • Vehicle (Tank)
  PREDATOR ANNIHILATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Points
  Options:
  • May take side sponsons with heavy bolters for...................................+25 pts 
  or with lascannons for .................................................................................................+60 pts 
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  Wargear:
  • Twin-linked lascannon
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Predator Annihilator
  4
  13 11 10
  The Predator Annihilator is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex.
  Unit Composition: 
  • 1 Baal Predator
  Unit Type:
  • Vehicle (Tank)
  BAAL PREDATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 Points
  Options:
  • May take side sponsons with heavy bolters for...................................+25 pts 
  or with heavy flamers for ..........................................................................................+25 pts 
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+15 pts
  - extra armour ..................................................................................................................+15 pts
  Wargear:
  • Twin-linked assault cannons
  • Over-charged Engines
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Baal Predator
  4
  13 11 10
  The Baal Predator is a Heavy Support choice for a Blood Angels Space Marine army.
  
  page 56
  page 66
  page 76
  Unit Composition: 
  • 1 Razorback
  Unit Type:
  • Vehicle (Tank)
  RAZORBACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Points
  Transport Capacity:
  • Six models
  Armour
  BS
  F
  S
  R
  Razorback
  4
  11 11 10
  Wargear: 
  • Twin-linked heavy bolter
  • Smoke launchers
  • Searchlight
  Options:
  • Replace twin-linked heavy bolters with:
  - twin-linked multi melta .................................................................................................free
  - twin-linked heavy flamer....................................................................................+25 pts
  - twin-linked assault cannon ..............................................................................+35 pts
  - twin-linked lascannon...........................................................................................+35 pts
  - lascannon and twin-linked plasma gun: .............................................+35 pts
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  The Razorback is a dedicated transport vehicle for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer to the
  appropriate codex.
  Unit Composition:
  • 1 Whirlwind
  WHIRLWIND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Points
  Wargear: 
  • Whirlwind multiple
  missile launcher
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Whirlwind
  4
  11 11 10
  Unit Type: 
  • Vehicle (Tank)
  Options:
  • May take any of the following:
  - a storm bolter ..............................................................................................................+10 pts
  - a hunter-killer missile ............................................................................................+10 pts
  - a dozer blade ...................................................................................................................+5 pts
  - extra armour..................................................................................................................+15 pts
  Unit Composition:
  • 1 Whirlwind Hyperios
  WHIRLWIND HYPERIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Points
  Wargear: 
  • Twin-linked Hyperios anti-aircaft
  missile launcher
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Whirlwind Hyperios
  4
  11 11 10
  Unit Type: 
  • Vehicle (Tank)
  Options:
  • May take any of the following:
  - a storm bolter ..............................................................................................................+10 pts
  - a hunter-killer missile ............................................................................................+10 pts
  - a dozer blade ...................................................................................................................+5 pts
  - extra armour..................................................................................................................+15 pts
  Special Rules:
  • Hyperios Missile Launcher
  Range
  Str.
  AP
  Type
  48"
  8
  3
  Heavy1/AA mount
  The Whirlwind Hyperios is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex.
  The Whirlwind is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer
  to the appropriate codex.
  Unit Composition: 
  • 1 Vindicator
  Unit Type:
  • Vehicle (Tank)
  VINDICATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Points 
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - a siege shield .................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Wargear: 
  • Demolisher cannon
  • Storm bolter
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Vindicator
  4
  13 11 10
  The Vindicator is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer
  to the appropriate codex.
  
  page 82
  page 98
  page 104
  Unit Composition: 
  • 1 Damocles Rhino
  Unit Type:
  • Vehicle (Tank)
  DAMOCLES RHINO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Points 
  Wargear: 
  • Improved Communications
  • Teleport Beacon
  • Orbital Bombardment
  • Storm bolter
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Damocles Rhino
  4
  11 11 10
  Special Rules:
  Improved Communications: The Space Marine player may re-roll a
  single Reserve Roll once per turn.
  Teleport Beacon: If a Damocles is deployed on the table, then any
  teleporting troops may re-roll the deep strike scatter dice.
  Orbital Bombardment: In Apocalypse battles the Damocles gives
  the Space Marine player the Orbital Bombardment strategic asset. In
  Warhammer 40,000 battles the rules are as follows.
  Orbital Bombardment: A Damocles Rhino has the authority to call
  down a bombardment from a Strike Cruiser. This ability can be used
  once per game in its Shooting phase, providing that the Damocles
  Rhino did not move in the preceding Movement phase. Calling down
  an orbital bombardment otherwise counts as firing a ranged weapon
  and uses the following profile:
  Range
  Str.
  AP
  Type
  Unlimited
  10
  1
  Ordnance1, Barrage
  Note that if an arrow is rolled on the scatter dice an orbital
  bombardment will always scatter the full 2D6" – the Damocles
  Rhino’s Ballistic Skill makes no difference.
  The Damocles Rhino is a HQ choice for Space Marine, Dark Angel,
  Black Templar, Space Wolf and Blood Angels Armies, please refer to
  the appropriate codex.
  Unit Composition: 
  • 1 Land Raider
  Unit Type: 
  • Vehicle (Tank)
  LAND RAIDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Points
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  Wargear: 
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Land Raider
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a multi-melta .................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Transport Capacity
  • Ten models
  The Land Raider is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer
  to the appropriate codex..
  LAND RAIDER CRUSADER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Points 
  Armour
  BS
  F
  S
  R
  Land Raider Crusader
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a multi-melta .................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Unit Composition: 
  • 1 Land Raider Crusader
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  Unit Type: 
  • Vehicle (Tank)
  Wargear: 
  • Twin-linked assault cannon
  • Two Hurricane Bolters
  • Frag Assault Launcher
  • Smoke Launchers
  • Searchlight
  Transport Capacity
  • Sixteen models
  The Land Raider Crusader is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex.
  
  page 110
  page 116
  page 124
  LAND RAIDER HELIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 Points 
  Armour
  BS
  F
  S
  R
  Land Raider Helios
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Unit Composition: 
  • 1 Land Raider Helios
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  Unit Type: 
  • Vehicle (Tank)
  Wargear: 
  • Two sponsons each with
  twin-linked lascannons
  • Whirlwind missile launcher
  • Smoke Launchers
  • Searchlight
  Transport Capacity
  • 6 models
  The Land Raider Helios is a Heavy Support for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer
  to the appropriate codex.
  LAND RAIDER PROMETHEUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 Points 
  Armour
  BS
  F
  S
  R
  Land Raider Prometheus
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Unit Composition: 
  • 1 Land Raider Prometheus
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  • Battle Auspex
  Unit Type: 
  • Vehicle (Tank)
  Wargear: 
  • Two sponsons each with two
  twin-linked heavy bolters
  • Smoke Launchers
  • Searchlight
  Transport Capacity
  • Ten models
  The Land Raider Prometheus is an Elite choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please
  refer to the appropriate codex.
  Battle Auspex: The Prometheus has the Night Vision special rule,
  and reduces any enemy cover saves by -1 (i.e. 4+ becomes 5+ etc)
  against attacks from the Prometheus.
  A Land Speeder Squadron is a Fast Attack choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please
  refer to the appropriate codex.
  Unit Composition: 
  • 1-3 Land Speeders
  Unit Type: 
  • Vehicle (Fast, Skimmer)
  LAND SPEEDER SQUADRON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Points per mode
  Options:
  • Any Land Speeder may replace its heavy bolter with:
  - heavy flamer.............................................................................................................................free
  - multi-melta ......................................................................................................................+10 pts
  • Any Land Speeder may be upgraded with one of the following:
  - a Typhoon missile launcher ........................................................................+40 point
  - a Tornado pattern: 
  - heavy flamer...............................................................................................................+10 pts
  - heavy bolter................................................................................................................+10 pts
  - multi-melta ..................................................................................................................+20 pts
  - assault cannon .........................................................................................................+40 pts
  Wargear: 
  • Heavy bolter
  Special Rules:
  • Deep Strike
  Armour
  BS
  F
  S
  R
  Land Speeder
  4
  10 10 10
  
  page 130
  page 141
  The Land Speeder Storm is a Fast Attack choice for a Space Marine army.
  Unit Composition: 
  • 1 Land Speeder Storm
  Unit Type: 
  • Vehicle (Fast, Skimmer, 
  Open-topped)
  LAND SPEEDER STORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Points
  Special Rules:
  • Deep Strike
  • Scouts
  Options:
  • Replace heavy bolter with:
  - heavy flamer...................................................................................................................+10 pts
  - multi-melta ......................................................................................................................+15 pts
  - assault cannon .............................................................................................................+35 pts
  Wargear: 
  • Heavy bolter
  • Jamming beacon
  • Cerberus launcher
  Transport Capacity:  
  • Five models (Scouts only)
  Armour
  BS
  F
  S
  R
  Land Speeder Storm
  3
  10 10 10
  page 124
  LAND SPEEDER TEMPEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Points 
  Armour
  BS
  F
  S
  R
  Land Speeder Tempest
  4
  11 10 10
  Unit Composition: 
  • 1-3 Land Speeder Tempests
  Special Rules: 
  • Deep Strike
  Unit Type: 
  • Vehicle (Fast, Skimmer)
  Wargear: 
  • Assault cannon
  • Twin-linked missile launcher
  with frag and krak missiles on
  AA mount
  A Land Speeder Tempest squadron is a Fast Attack choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex.
  Unit Composition: 
  • 1 Venerable Dreadnought
  Unit Type: 
  • Vehicle (Walker)
  VENERABLE DREADNOUGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 Points 
  Wargear: 
  • Multi-melta
  • Dreadnought close combat
  weapon (with built in storm
  bolter)
  • Smoke launchers
  • Searchlight
  Armour
  WS BS
  S
  F
  S
  R
  I
  A
  Venerable Dreadnought
  5
  5
  6
  12 12 10
  4
  2
  Special Rules:
  • Venerable
  Options:
  • Replace storm bolter with heavy flamer:....................................................+10 pts
  • Replace multi-melta with:
  - twin-linked heavy flamer..............................................................................................free
  - twin-linked heavy bolter ........................................................................................+5 pts
  - twin-linked autocannon......................................................................................+10 pts
  - plasma cannon or assault cannon ............................................................+10 pts
  - twin-linked lascannon...........................................................................................+30 pts
  • Replace Dreadnought close combat weapon with
  - twin-linked autocannon or missile launcher:..................................+10 pts
  • Take extra armour.............................................................................................................+15 pts
  Dedicated Transport:
  • May select a Drop Pod.
  A Venerable Dreadnought is an Elites choice for a Space Marine army. 
  
  page 142
  page 142
  A Dreadnought is an Elites choice for a Space Marine army. 
  Unit Composition: 
  • 1 Dreadnought
  Unit Type: 
  • Vehicle (Walker)
  DREADNOUGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Point
  Wargear: 
  • Multi-melta
  • Dreadnought close
  combat weapon (with
  built in storm bolter)
  • Smoke launchers
  • Searchlight
  Armour
  WS BS
  S
  F
  S
  R
  I
  A
  Dreadnought
  4
  4
  6
  12 12 10
  4
  2
  Options:
  • Replace storm bolter with heavy flamer ...................................................+10 pts
  • Replace multi-melta with:
  - twin-linked heavy flamer............................................................................................free
  - twin-linked heavy bolter ......................................................................................+5 pts
  - twin-linked autocannon....................................................................................+10 pts
  - plasma cannon or assault cannon ..........................................................+10 pts
  - twin-linked lascannon.........................................................................................+30 pts
  • Replace Dreadnought close combat weapon with:
  - twin-linked autocannon or missile launcher .................................+10 pts
  • Take extra armour...........................................................................................................+15 pts
  Dedicated Transport:
  • May select a Drop Pod.
  page 142
  A Furioso Dreadnought is an Elites choice for a Blood Angels Space Marine army.
  Unit Composition: 
  • 1 Furioso Dreadnought
  Unit Type: 
  • Vehicle (Walker)
  FURIOSO DREADNOUGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 Point
  Wargear: 
  • Two Dreadnought close combat
  weapons, one with built-in
  storm bolter and one with 
  built-in meltagun
  • Smoke launchers
  • Searchlight
  Armour
  WS BS
  S
  F
  S
  R
  I
  A
  Furioso Dreadnought
  4
  4
  6
  12 12 10
  4 2(3)
  Options:
  • Upgrade to a Venerable Furioso Dreadnought...................................+20 pts
  • Upgrade to a Death Company Dreadnought.......................................+25 pts
  • Replace storm bolter with heavy flamer.......................................................+5 pts
  • Take extra armour...........................................................................................................+15 pts
  Dedicated Transport:
  • May select a Drop Pod.
  A Mortis Dreadnought is an Elites choice for a Dark Angels army (or any Dark Angel’s successor chapter). 
  Unit Composition: 
  • 1 Mortis Dreadnought
  Unit Type: 
  • Vehicle (Walker)
  MORTIS DREADNOUGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Point
  Wargear: 
  • Two missile launchers
  • Smoke launchers
  • Searchlight
  Armour
  WS BS
  S
  F
  S
  R
  I
  A
  Mortis Dreadnought
  4
  4
  6
  12 12 10
  4
  2
  Options:
  • Replace both missile launchers with:
  - two twin-linked heavy bolter.......................................................................+10 pts
  - two twin-linked autocannon........................................................................+20 pts
  - two twin-linked lascannon.............................................................................+50 pts
  • Take extra armour...........................................................................................................+15 pts
  Dedicated Transport:
  • May select a Drop Pod.
  
  page 153
  A Dreadnought Drop Pod is a dedicated transport choice for any type of Space Marine Dreadnought in Space Marine, Dark Angel, Black
  Templar, Space Wolf and Blood Angels Armies, please refer to the appropriate codex.
  Unit Composition: 
  • 1 Deadnought Drop Pod
  DREADNOUGHT DROP POD (Lucius pattern) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Points 
  Transport Capacity:  
  • One Dreadnought
  Special Rules:
  • Inertial Guidance System
  • Immobile
  • Drop Pod Assault
  • Assault Vehicle
  Wargear: 
  • None
  Armour
  BS
  F
  S
  R
  Drop Pod
  -
  12 12 12
  Unit Type:
  • Vehicle (Open-topped once landed)
  Options:
  • Take a locator beacon .................................................................................................+10 pts
  Drop Pod Assault: Drop Pods always enter play using the Deep
  Strike special rules. At the Beginning of the first turn, you must
  choose half of your Drop Pods (combining all types of Drop Pod if
  more than one is present and rounding up), to make a Drop Pod
  Assault. Units Making a Drop Pod Assault arrive on a Player’s first
  turn. The arrival of the remaining Drop Pods is rolled for as normal. 
  In Apocalypse: Drop Pods should always be placed in the owning
  player’s Strategic Reserve, with half arriving on the first turn as
  stated previously, and the remainder arriving normally according to
  the Strategic Reserve rules.
  Inertial Guidance System: Should a Drop Pod scatter on top of
  impassable terrain or another model (friend or foe) then reduce the
  scatter distance by the minimum required in order to avoid the
  obstacle. 
  Immobile: A Drop Pod cannot move once it has entered the battle,
  and counts in all respects as a vehicle that has suffered an
  immobilised result (that cannot be repaired).
  Assault Vehicle: A Dreadnought disembarking a Lucius Pattern
  Dreadnought Drop Pod can launch an assault the turn it does so.
  (Note this differs from the rules for normal drop pods).
  A drop pod is a dedicated transport choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer to
  the appropriate codex. 
  Unit Composition: 
  • 1 Drop Pod
  DROP POD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Points 
  Transport Capacity:  
  • Ten models, one Dreadnought
  or one Thunderfire Cannon
  Special Rules:
  • Inertial Guidance System
  • Immobile
  • Drop Pod Assault
  Wargear: 
  • Storm bolter
  Armour
  BS
  F
  S
  R
  Drop Pod
  4
  12 12 12
  Unit Type:
  • Vehicle (Open-topped), once landed
  Options:
  • Replace storm bolter with 
  deathwind missile launcher....................................................................................+20 pts
  • Take a locator beacon .................................................................................................+10 pts
  page 152
  
  page 172
  Unit Composition: 
  • 1 Deathstorm Drop Pod
  DEATHSTORM DROP POD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 Points 
  Special Rules:
  • Inertial Guidance System
  • Immobile
  • Drop Pod Assault
  • Automated Weapons
  Automated Weapons: When a Deathstorm drop pod lands it
  opens fire indiscriminately. After landing, each unit (enemy or
  friendly) within 12” of the Deathstorm and in line of sight comes
  under attack in its shooting phase as a hail of fire sweeps the
  surrounding area. Roll to hit using the Deathstorm’s BS2 for either
  D3 Whirlwind attacks or D3 assault cannon attacks against each
  targeted unit. 
  In subsequent turns the Deathstorm may continue to fire a single
  weapon, picking a enemy target and resolving the firing as normal.
  Weapon
  Range
  Str.
  AP
  Type
  Whirlwind launcher
  48”
  5
  4
  Ord1/Barrage
  Assault cannon
  24”
  6
  4
  Heavy4/Rending
  Wargear: 
  • Whirlwind launchers
  Armour
  BS
  F
  S
  R
  Deathstorm Drop Pod
  2
  12 12 12
  Unit Type:
  • Vehicle (Open-topped), once landed
  Options:
  • May replace Whirlwind launcher with assault cannons .............+20 pts
  A Deathstorm Drop Pod is a Heavy Support choice for Space Marine,
  Dark Angel, Black Templar, Space Wolf and Blood Angels Armies,
  please refer to the appropriate codex. 
  page 153
  Unit Composition: 
  • 1 Thunderhawk Gunship
  THUNDERHAWK GUNSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .900 Points 
  Special Rules:
  • Hover Mode
  • Ceramite Shielding
  Ceramite Shielding: In order to resist the heat of atmospheric entry
  a Thunderhawk has thick ceramite shielding. Weapons with the
  ‘Melta’ special rule never roll an extra dice for armour penetration
  against the Thunderhawk.
  Weapon
  Range
  Str.
  AP
  Type
  Thunderhawk cannon
  72"
  8
  3
  Ordnance 1, 7" blast,
  Primary Weapon
  Turbo-laser Destructor
  72"
  D
  2
  Heavy 1, 5" blast,
  Primary Weapon
  Bomb
  Bomb
  6
  4
  Apocalypse Barrage (6)
  Heavy bolter
  36"
  5
  4
  Heavy 3
  Lascannon
  48"
  9
  2
  Heavy 1
  Hellstrike Missile
  72"
  8
  3
  Ordnance 1, One use
  Wargear: 
  • Hull-mounted Thunderhawk
  cannon
  • Four sponson-mounted twin-
  linked heavy bolters
  • Two hull-mounted lascannons
  • Six bomb pylons. For each
  bombing run the thunderhawk
  may drop two pylons, which is
  resolved as an Apocalyptic
  barrage (6) weapon. This can be
  done three times per game, after
  which the Thunderhawk is out 
  of bombs
  Armour
  BS
  F
  S
  R
  Thunderhawk Gunship
  4
  12 12 10
  Unit Type:
  • Super Heavy Flyer
  Options:
  • May upgrade Thunderhawk cannon 
  with a turbo-laser destructor..................................................................................+20 pts
  • May replace its 6 bomb pylons with 6 Hellstrike missiles ....................Free
  1-3 Thunderhawk Gunships are a war machine detachment for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels
  Armies, please refer to the appropriate codex.
  Structure points
  • 3 Structure points
  Transport Capacity:
  • 30
  Access points:
  • One access hatch on each
  side and a forward assault
  ramp (units disembarking
  from a Thunderhawk may
  assault on the same turn).
  
  page 178
  page 178
  Unit Composition: 
  • 1-3 Sentry Guns
  Unit Type:
  • Artillery (Immobile)
  SENTRY GUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts
  Options:
  • May replace twin-linked heavy bolters with one of the following:
  - a single multi-melta.........................................................................................................Free
  - a Twin-linked lascannons ..................................................................................+15 pts
  Wargear:
  • Twin-linked heavy bolters
  Armour
  BS
  F
  S
  R
  Sentry Gun
  2
  10 10 10
  A Sentry Gun battery is a Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please
  refer to the appropriate codex.. These guns do not have to be deployed together.
  Special Rules:
  Firing Modes: A sentry gun can fire in one of two modes. You must
  decide which mode the sentry gun will be set in before the start of
  the game. You cannot change the mode once you have decided, it
  remains in that mode for the rest of the game.
  • Point Defence Mode: The sentry gun is set up with a fixed fire
  arc, usually to provide covering fire over a particular area. In this
  mode, the gun will engage enemy targets up to 36" away which
  are within a fixed 90º arc.
  • Sentry Mode: In this mode, the gun is set up to fire at any enemy
  which comes near, and will always turn to fire at the nearest
  enemy target within range to which it can draw a line of sight. It
  can fire all around. 
  Targeting: Which enemy unit a sentry gun will target is dictated by
  its armament. A heavy bolter equipped sentry gun will fire at the
  nearest non-vehicle within its firing mode. Lascannon or multi-melta
  equipped sentry guns will fire at the closest enemy vehicle or large
  monster within its firing mode. If there is no preferred target, then
  the nearest other target will be engaged. Only destroyed vehicles are
  ignored, immobilised vehicles will still continue to be targeted. 
  Damage: As it is a remote vehicle a sentry gun is destroyed by any
  glancing or penetrating hit.
  Unit Composition: 
  • 1 Command platform and
  1-4 Hyperios platforms
  Unit Type:
  HYPERIOS AIR DEFENCE BATTERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts +25pts per Hyperios platform
  Wargear: 
  • Twin-linked Hyperios missile launcher
  • Command platform is unarmed
  • Vehicle (Immobile)
  Armour
  BS
  F
  S
  R
  Command platform
  -
  10 10 10
  Hyperios platform
  2
  10 10 10
  A Hyperios air defence battery is a single Heavy Support choice for Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels
  Armies, please refer to the appropriate codex. All platforms must deploy within 36” of the command platform.
  Special Rules:
  Firing Mode: Unlike other sentry guns, the Hyperios platform only
  has one firing mode, Air Defence. The command platform scans the
  skies whilst the missile launchers remain inactive. When an incoming
  aircraft is detected the control console selects the nearest platforms
  and relays targeting information. The Hyperios then activates, spins,
  tracks and fires. 
  Targeting: A Hyperios platform will fire a single missile in its own
  Shooting phase at any enemy aircraft whose flight path takes it
  within 36" of a platform. If an aircraft’s flight path takes it within
  36" of more than one platform then each platform will fire once.
  Damage: As it is a remote vehicle a platform is destroyed by any
  glancing or penetrating hit. If the command platform is destroyed
  then all the other platforms stop functioning and can no longer be
  fired. 
  Hyperios Anti-Aircraft Missile Launcher: 
  Range
  Str.
  AP
  Type
  48"
  8
  3
  Heavy1, AA mount
  The platform mounted Hyperios can only be fired at aircraft, it
  cannot engage ground targets.
  
  page 199
  page 193
  page 195
  Unit Composition: 
  • 1 Land Raider
  Unit Type: 
  • Vehicle (Tank)
  INQUISITOR LAND RAIDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Points
  Special Rules:
  • Power of the Machine Spirit
  • Assault Vehicle
  Wargear: 
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Land Raider
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade ................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Transport Capacity
  • Ten models
  The Land Raider is a transport choice for an Inquisitor and their retinue.
  Unit Composition: 
  • 1 Land Raider Prometheus
  Unit Type:
  • Vehicle (Tank)
  INQUISITOR LAND RAIDER PROMETHEUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 Points
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  • Battle Auspex
  Wargear:
  • Two sponsons each with two
  twin-linked heavy bolters
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Land Raider Prometheus
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade ................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  Transport Capacity
  • Ten models
  The Land Raider Prometheus is a transport choice for an Inquisitor and their retinue.
  Battle Auspex: The Prometheus has the Night Vision special rule,
  and reduces any enemy cover saves by -1 (i.e. 4+ becomes 5+ etc)
  against attacks from the Prometheus.
  Unit Composition: 
  • 1 Rhino
  Unit Type:
  • Vehicle (Tank)
  Fire points:
  • Two models can fire from
  the Rhinos top hatch
  INQUISITOR RHINO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Points 
  Options:
  • May take any of the following:
  - a storm bolter .............................................................................................................+10 pts
  - a hunter-killer missile ...........................................................................................+10 pts
  - a dozer blade..................................................................................................................+5 pts
  - extra armour.................................................................................................................+15 pts
  Transport Capacity:
  • Ten models
  Special Rules:
  • Repair
  Armour
  BS
  F
  S
  R
  Rhino
  4
  11 11 10
  Wargear: 
  • Storm bolter
  • Smoke launchers
  • Searchlight
  The Rhino is a dedicated transport vehicle for an Inquisitor and their
  retinue or Inqusitorial Storm Troopers.
  
  page 206
  page 201
  page 205
  Unit Composition: 
  • 1 Chimera
  Unit Type:
  • Vehicle (Tank)
  Fire points:
  • Five models can fire from
  the chimera’s top hatch
  INQUISITOR CHIMERA ARMOURED TRANSPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Points 
  Options:
  • Replace multi-laser with:
  - Heavy flamer or heavy bolter ..................................................................................free
  - Autocannon.......................................................................................................................+5 pts
  - Twin-linked heavy bolter ....................................................................................+10 pts
  • Replace heavy bolter with:
  - Heavy flamer............................................................................................................................free
  • May take any of the following:
  - Pintle-mounted storm bolter or heavy stubber............................+10 pts
  - Hunter-killer missile .................................................................................................+10 pts
  - Dozer blade........................................................................................................................+5 pts
  - Extra armour ..................................................................................................................+15 pts
  - Camo netting................................................................................................................+20 pts
  Transport Capacity:
  • 12 models
  Access Points
  • 1 (rear hatch)
  Special Rules:
  • Amphibious
  • Mobile Command Vehicle
  Armour
  BS
  F
  S
  R
  Chimera
  3
  12 10 10
  Wargear: 
  • Multi-laser
  • Heavy Bolter
  • Smoke launchers
  • Searchlight
  The Chimera is a dedicated transport choice for an Inquisitor and his retinue or Inqusitorial Storm Troopers.
  Unit Composition: 
  • 1 Valkyrie
  Unit Type:
  • Vehicle (fast, skimmer)
  • Flyer*
  INQUISITOR VALKYRIE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 Points 
  Options:
  • Any Valkyrie may replace its multi-laser with:
  - Lascannon ..........................................................................................................................15 pts
  • Any Valkyrie may exchange both its Hellstrike missiles for:
  - Two multiple rocket pods....................................................................................30 pts 
  • Any Valkyrie may take a pair of sponsons armed with:
  - Heavy bolters ..................................................................................................................10 pts
  Armour
  BS
  F
  S
  R
  Valkyrie
  3
  12 12 10
  Wargear: 
  • Multi-laser
  • 2 Hellstrike missiles
  • Searchlight
  • Extra Armour
  Special Rules:
  • Deep strike
  • Scout
  • Grav Chute Insertion
  *In games of Apocalypse the Valkyrie is treated as a Flyer with Hover mode.
  Transport Capacity:
  • 12 models. 
  Grav Chute Insertion
  If the Valkyrie has moved flat out, passengers may still disembark,
  but they must do so as follows. Nominate any point over which
  the Valkyrie or Vendetta moved over and deploy the squad as if it
  were deep striking onto that point. If the unit scatters, every
  model must immediately take a dangerous terrain test. If any of
  the models cannot be deployed, the unit is destroyed as described
  in the 1-2 result on the Deep Strike Mishap table.
  Unit Composition: 
  • 1 Land Raider
  Unit Type:
  • Vehicle (Tank)
  GREY KNIGHTS LAND RAIDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Points
  Wargear: 
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Smoke launchers
  • Searchlight
  Special Rules:
  • Power of the Machine Spirit
  • Assault Vehicle
  Armour
  BS
  F
  S
  R
  Land Raider
  4
  14 14 14
  Options:
  • May exchange twin-linked heavy bolters
  for twin-linked psycannons:....................................................................................+10 pts
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade ................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  - blessed .................................................................................................................................+10 pts
  - psycannon bolts..........................................................................................................+10 pts
  - sacred hull ........................................................................................................................+15 pts
  Transport Capacity
  • Ten models
  The Grey Knights Land Raider is a Heavy Support choice for a Daemon Hunters army.
  
  page 214
  page 209
  Unit Composition: 
  • 1 Land Raider Crusader
  Unit Type:
  • Vehicle (Tank)
  GREY KNIGHTS LAND RAIDER CRUSADER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 Points
  Special Rules: 
  • Power of the Machine Spirit
  • Assault Vehicle
  Wargear:
  • Two Hurricane bolters
  • Twin-linked assault cannons
  • Frag grenades
  • Smoke launchers
  • Searchlight
  Armour
  BS
  F
  S
  R
  Land Raider Crusader
  4
  14 14 14
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade ................................................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  - blessed .................................................................................................................................+10 pts
  - psycannon bolts..........................................................................................................+10 pts
  - sacred hull ........................................................................................................................+15 pts
  Transport Capacity
  • Sixteen models
  The Grey Knights Land Raider Crusader is a Heavy Support choice for a Daemon Hunters army.
  Unit Composition: 
  • 1 Thunderhawk Gunship
  GREY KNIGHTS THUNDERHAWK GUNSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .900 Points 
  Special Rules:
  • Hover Mode
  • Ceramite Shielding
  Ceramite Shielding: In order to resist the heat of atmospheric entry
  a Thunderhawk has thick ceramite shielding. Weapons with the
  ‘Melta’ special rule never roll an extra dice for armour penetration
  against the Thunderhawk.
  Weapon
  Range
  Str.
  AP
  Type
  Thunderhawk cannon
  72"
  8
  3
  Ordnance 1, 7" blast,
  Primary Weapon
  Turbo-laser Destructor
  72"
  D
  2
  Heavy 1, 5" blast,
  Primary Weapon
  Bomb
  Bomb
  6
  4
  Apocalypse Barrage (6)
  Heavy bolter
  36"
  5
  4
  Heavy 3
  Lascannon
  48"
  9
  2
  Heavy 1
  Hellstrike Missile
  72"
  8
  3
  Ordnance 1, One use
  Pyscannons
  36"
  6
  4
  Heavy 3, Ignores
  Invlnerable Saves
  Wargear: 
  • Hull-mounted Thunderhawk
  cannon
  • Four sponson -mounted twin-
  linked heavy bolters
  • Two hull-mounted lascannons
  • Six bomb pylons. For each
  bombing run the thunderhawk
  may drop two pylons, which is
  resolved as an Apocalyptic
  barrage(6) weapon. This can  be
  done three times per game, after
  which the Thunderhawk is out of
  bombs
  Armour
  BS
  F
  S
  R
  Thunderhawk Gunship
  4
  12 12 10
  Unit Type:
  • Super Heavy Flyer
  Options:
  • May upgrade Thunderhawk cannon 
  with a turbo-laser destructor..................................................................................+20 pts
  • May replace its 6 bomb pylons with 6 Hellstrike missiles ....................Free
  • May exchange all twin-linked heavy bolters to pyscannons ....+20 pts
  1-3 Thunderhawk Gunships are a war machine detachment for a Daemon Hunters army. 
  Structure points
  • 3 Structure points
  Transport Capacity:
  • 30
  Access points:
  • One access hatch on each
  side and a forward assault
  ramp (units disembarking
  from a Thunderhawk may
  assault on the same turn).
  
  page 222
  Unit Composition: 
  • 1 Grey Knight Dreadnought
  Unit Type: 
  • Vehicle (Walker)
  GREY KNIGHT DREADNOUGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Points 
  Wargear: 
  • Multi-melta
  • Dreadnought close combat
  weapon (with built in storm
  bolter)
  • Smoke launchers
  • Searchlight
  Armour
  WS BS
  S
  F
  S
  R
  I
  A
  Grey Knight Dreadnought
  5
  4
  6
  12 12 10
  4
  2
  Options:
  • Replace storm bolter with incinerator:..........................................................+15 pts
  • Replace multi-melta with:
  - twin-linked heavy bolter .........................................................................................+5 pts
  - twin-linked autocannon.......................................................................................+10 pts
  - plasma cannon .............................................................................................................+10 pts
  - psycannon.........................................................................................................................+10 pts
  - assault cannon..............................................................................................................+10 pts
  - twin-linked lascannon............................................................................................+30 pts
  • May take one of the following:
  - Blessed..................................................................................................................................+10 pts
  - Extra armour ...................................................................................................................+15 pts
  - Hunter killer missile..................................................................................................+15 pts
  - Psycannon bolts...........................................................................................................+10 pts
  - Sacred hull ........................................................................................................................+15 pts
  Dedicated Transport:
  • May select a Drop Pod.
  A Grey Knight Dreadnought is a Heavy Support choice for a Daemon Hunters army.. 
  page 218
  Unit Composition: 
  • 1 Rhino
  Unit Type:
  • Vehicle (Tank)
  Fire points:
  • Two models can fire from
  the Rhinos top hatch
  SISTERS OF BATTLE RHINO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Points 
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile .............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  - blessed ammunition................................................................................................+10 pts
  - holy promethium .......................................................................................................+10 pts
  - holy icon ............................................................................................................................+10 pts
  - laud hailer.........................................................................................................................+10 pts
  Transport Capacity:
  • Ten models
  Special Rules:
  • Repair
  Armour
  BS
  F
  S
  R
  Rhino
  4
  11 11 10
  Wargear: 
  • Storm bolter
  • Smoke launchers
  • Searchlight
  A Rhino is a dedicated transport choice for the following Sisters of Battle squads; Battle Sisters squad, Celestian squad, Dominion squad,
  Adeptus Sororitas Heroine and retinue.
  
  page 232
  page 227
  Unit Composition: 
  • 1 Immolator
  Unit Type:
  • Vehicle (Tank)
  IMMOLATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Points 
  Options:
  • May upgrade twin-linked heavy flamers to:
  - Twin-linked multi-melta.......................................................................................+20 pts
  - Twin-linked heavy bolters .....................................................................................+5 pts
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  - blessed ammunition................................................................................................+10 pts
  - holy promethium .......................................................................................................+10 pts
  - holy icon ............................................................................................................................+10 pts
  - laud hailer.........................................................................................................................+10 pts
  Transport Capacity:
  • 6 models
  Armour
  BS
  F
  S
  R
  Immolator
  4
  11 11 10
  Wargear: 
  • Twin-linked heavy flamers
  • Smoke launchers
  • Searchlight
  A Immolator is a Heavy choice for a Witch Hunters army it is also a dedicated transport for the following Sisters of Battle squads; Retributor
  squad, Celestian squad, Dominion squad, Adeptus Sororitas Heroine and retinue squad.
  Special Rules:
  Twin heavy flamers: The Immolator’s twin heavy flamers are fired like
  an ordinary heavy flamer. However, any failed rolls to wound or to
  penetrate a vehicle’s armour may be re-rolled. Because accurate aiming
  is not essential for the weapon’s effectiveness, the Immolator may
  move 12” and still fire its twin heavy flamers. 
  Unit Composition: 
  • 1 Exorcist
  Unit Type:
  • Vehicle (Tank)
  EXORCIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 Points 
  Options:
  • May take any of the following:
  - a storm bolter ...............................................................................................................+10 pts
  - a hunter-killer missile.............................................................................................+10 pts
  - a dozer blade....................................................................................................................+5 pts
  - extra armour ..................................................................................................................+15 pts
  - holy promethium .......................................................................................................+10 pts
  - holy icon ............................................................................................................................+10 pts
  - laud hailer.........................................................................................................................+10 pts
  Armour
  BS
  F
  S
  R
  Exorcist
  4
  13 11 10
  Wargear: 
  • Exorcist launcher
  • Smoke launchers
  • Searchlight
  A Exorcist is a Heavy choice for a Witch hunters army.
  Special Rules:
  Exorcist Launcher: The  multiple barrels of the Exorcist launcher can
  fire a hail of missiles at the enemy, obliterating a target with a single
  salvo. Each turn nominate a target for the Exorcist, roll a D6 to see
  how many missiles are launched. Roll to hit as normal for each missile.
  Range
  Str.
  AP
  Type
  48"
  8
  1
  Heavy D6
  
  Unit Composition: 
  • 1 Repressor
  Unit Type:
  • Vehicle (Tank)
  REPRESSOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Points 
  Options:
  • May take any of the following:
  - a hunter-killer missile.............................................................................................+10 pts
  - extra armour ..................................................................................................................+15 pts
  - blessed ammunition* ............................................................................................+10 pts
  - holy promethium*....................................................................................................+10 pts
  - holy icon* .........................................................................................................................+10 pts
  - laud hailer* .....................................................................................................................+10 pts
  * Sisters of Battle vehicles only
  Armour
  BS
  F
  S
  R
  Repressor
  4
  11 11 10
  Wargear: 
  • Storm Bolter
  • Pintle-mounted Heavy Flamer
  • Smoke launchers
  • Searchlight
  • Dozer blade
  A Repressor is a dedicated transport choice for the following Sisters of Battle squads; Battle Sisters squad, Celestian squad, Dominion squad,
  Retributors squad, Adeptus Sororitas Heroine and retinue.
  It may be taken as a dedicated transport vehicle for Inquisitorial Storm Troopers or Adeptus Arbites squads.
  Special Rules:
  Fire Points: Up to six passengers may fire their basic weapons from
  the repressor’ fire points. Additionally one model may fire any weapon
  from the top hatch. All models using the fire points must engage the
  same target, although they may engage a different target to the
  Repressor itself.
  Transport Capacity:
  • 10
  page 238
  
  APPENDICES
  A Predator Destructor equipped with reinforced armour of the Marines Errant Chapter. 
  This vehicle is attached to the third company, part of Rogue Trader 
  Milos Baral’s expedition into the Prath-Veil. 
  
  Imperial Armour
  240
  APPENDIX I
  SUPER-HEAVY VEHICLES
  F
  rom the lumbering Baneblade tanks of the Imperial Guard
  to the clunky Gargants of the Orks and the elegant
  Revenant Titans of the Eldar, all war engines that fall into this
  category are huge armour-clad constructs, carrying enough
  firepower to vapourize, smash or incinerate an entire army.
  Super-heavy vehicles behave on the battlefield like all other
  vehicles, with the exceptions given below. The main difference
  is that they have Structure points, which work similarly to
  Wounds for other models. 
  MOVEMENT PHASE
  Super-heavy vehicles are slower than normal vehicles – they
  can only move up to 6" in the Movement phase, unless
  specified. 
  Super-heavy vehicles are affected by difficult and dangerous
  terrain like other vehicles, but can always re-roll a result of 1. 
  In addition, if their second roll is another 1, they are not
  immobilised, but suffer a Drive Damaged result, as described 
  in their Damage tables later.
  SHOOTING PHASE
  Super-heavy vehicles may fire all of their weapons, regardless
  of how far they moved. Each weapon may be fired at a
  different target (each target must be within the weapon’s fire
  arc). 
  Because super-heavy vehicles greatly vary in size, for the
  purposes of establishing line of sight from a super-heavy
  vehicle, always use real line of sight, working this out from the
  barrel of the weapon they are firing. The rules for area terrain
  apply as normal.
  In the same way, always use the real line of sight when
  enemy units are targeting super-heavy vehicles. Again, the
  rules for area terrain apply as normal.
  ASSAULT PHASE
  Super-heavy vehicles follow the same rules as normal
  vehicles, depending on their type (see Vehicle Types, later). 
  STRUCTURE POINTS 
  To represent the great amount of damage a super-heavy can
  withstand before being knocked out, in their datasheets they
  are assigned a number of Structure points (sometimes
  shortened to “SP”). Glancing and penetrating hits have a
  chance of inflicting the loss of Structure points, and only by
  reducing their Structure points to 0 can a super-heavy vehicle
  model be destroyed. 
  Against super-heavy vehicles, enemies roll to hit and to
  penetrate armour exactly as with normal vehicles. If a
  glancing or penetrating hit is scored, the player must then roll
  a dice and consult the Super-heavy Damage table. If a
  glancing hit is scored, subtract 2 from the dice score, and
  when a destroyer weapon scores a hit (see page 96), add 1
  to the dice score. 
  If a result reduces the target super-heavy vehicle to 0
  Structure points, it is destroyed – immediately roll one dice on
  the Catastrophic Damage table and apply the result. 
  It is a good idea to record the damage results suffered by
  each super-heavy vehicle on a sheet of paper (a photocopy of
  the datasheet is perfect!), as these huge war engines can
  accumulate a great amount of secondary damage before
  finally being knocked out. This is great fun, as you can
  imagine the crew desperately trying to contain or even repair
  the damage their vehicle has suffered in the heat of battle!
  SUPER-HEAVY VEHICLE TYPES
  All super-heavy vehicles belong to one (or more) vehicle
  types, just like normal vehicles. Super-heavy vehicles can be
  open-topped, fast, tanks, skimmers and walkers. 
  These vehicles follow the rules attached to their vehicle type
  given in the Warhammer 40,000 rulebook, with the exceptions
  below for each type.
  Super-heavy open-topped vehicles
  No extra clarification needed.
  Super-heavy fast vehicles
  These vehicles may move up to 12" and fire all of their
  weapons in the ensuing Shooting phase, or they may move
  up to 24" and fire no weapons.
  Super-heavy tanks
  A unit that is tank shocked by a super-heavy tank takes its
  Morale test with an extra -1 to its Leadership.
  Super-heavy skimmers
  No extra clarification needed.
  Super-heavy walkers
  Instead of following the movement rules for super-heavy
  vehicles, super-heavy walkers move 12", exactly as if they
  were gargantuan creatures (see earlier), except that their
  maximum movement may be reduced by Drive Damaged
  results, as normal for super-heavy vehicles. 
  In the Assault phase, super-heavy walkers once again follow
  the same rules as gargantuan creatures (including ignoring
  armour saves, extra armour penetration, dealing ordnance-
  level damage, stomp special attacks, the ‘Terrifying’ special
  rule, etc). 
  Super-heavy Transports
  Some super-heavy vehicles have a transport capacity, often
  allowing them to transport multiple friendly units and even
  other friendly vehicles! 
  These vehicles’ transport capacity is expressed as a number
  of models (30 for example) and friendly infantry models
  normally count as one (so the vehicle in the example could
  carry up to 30 infantry models). Larger friendly models will
  take up proportionally more space (Terminators count as two,
  a Dreadnought counts as ten models, for example), as shown
  in the Super-heavy Transport chart on page 198 of the
  Apocalypse rulebook.
  Unless otherwise specified, each access point on a super-
  heavy transport vehicle allows a separate unit to
  embark/disembark in a turn. If the vehicle is open-topped, all
  transported units may disembark at once.
  Transported models are forced to disembark from a super-
  heavy transport only if the enemy reduces the vehicle to 0
  Structure points. In this case, transported units must
  immediately perform an emergency disembarkation. Any units
  that may not disembark (not enough access points, for
  example), are destroyed.
  
  Appendix
  241
  SUPER-HEAVY DAMAGE TABLE
  D6
  Result
  1 or less
  Gun Crew Shaken 
  2
  Driver Stunned
  3
  Weapon Destroyed
  4
  Drive Damaged 
  5
  Structural Damage 
  6+
  Chain reaction!
  Modifiers 
  Glancing hit: 
  -2
  Penetrating hit: 
  0
  Destroyer hit 
  +1
  (see special rule):
  Modifiers are cumulative, so a destroyer hit that has been
  downgraded to a glancing hit would have a total modifier 
  of -1 when rolling on the table.
  CATASTROPHIC DAMAGE TABLE
  D6
  Result
  1
  Wrecked
  2
  Wrecked  
  3
  Wrecked
  4
  Explosion
  5
  Explosion
  6
  Apocalyptic Explosion!
  CATASTROPHIC DAMAGE RESULTS
  Wrecked. The vehicle is destroyed. The model is left in place
  and will count as a wreck from then on. 
  Explosion. All models within 2D6" suffer a wound on a 4+.
  Saves apply as normal. Vehicles are unaffected. The super-
  heavy vehicle is removed from the table and replaced by a
  crater or area of rubble of appropriate size, if such a terrain
  piece is available.
  Apocalyptic Explosion! All models within 3D6" suffer a
  Strength 9 AP2 hit! Vehicles within range are hit on their side
  armour. The super-heavy vehicle is removed from the table,
  along with any removable terrain feature touched by the blast
  and replaced by a crater or area of rubble of appropriate size,
  if such a terrain piece is available.
  DAMAGE CONTROL
  At the beginning of any of his turns, the controlling player
  may announce that a super-heavy vehicle is diverting all
  resources to damage control. This means that the vehicle
  is doing absolutely nothing for the duration of the turn (no
  moving, shooting or assaulting). This cannot be attempted
  by a super-heavy walker that is engaged in combat with
  another super-heavy walker or a gargantuan creature.
  In return, the player immediately rolls a dice for each
  Structure point the vehicle has left. For each result of a
  5+, the player can repair one weapon that suffered a
  Weapon Destroyed result or repair a drive, cancelling the
  effect of the Drive Damaged result. 
  Note that this cannot be used to restore Void shields (see
  page 96), which are rolled for separately.
  PSYCHIC POWERS
  Because of their sheer size, large crews and multiple back-
  up systems, super-heavy vehicles are less susceptible to
  psychic powers. Just like gargantuan creatures, they are
  not affected by psychic powers (either friendly or enemy)
  with the exception of those that have attacks with a given
  Strength value, which affect them normally. 
  DAMAGE RESULTS
  Gun Crew Shaken. One weapon (chosen by the attacker)
  cannot fire in the next turn. If all gun crews have been
  shaken, treat this result as a Driver Stunned.
  Driver Stunned. Until the end of its next turn, the vehicle may
  not move, has its Attacks reduced by 1 (to a minimum of 1)
  and may not use its stomp special attack. If the driver is
  already stunned, treat this result as a Gun Crew Shaken.
  Weapon Destroyed. One weapon (chosen by the attacker)
  cannot shoot for the rest of the game. If all weapons have
  been destroyed, treat this result as Drive Damaged.
  Drive Damaged. The vehicle’s maximum movement is
  permanently halved (normally to 3", but Walkers are reduced
  to 6", and Fast vehicles are reduced to either move 6" and
  shoot or move 12" and not shoot). If a second Drive Damaged
  result is suffered, the vehicle is Immobilised. An Immobilised
  super-heavy walker has its Attacks reduced by 1 (to a
  minimum of 1) and may not use its stomp special attack. If
  already Immobilised, treat this result as Weapon Destroyed.
  Structural Damage. The vehicle loses 1 Structure point. 
  Chain Reaction! The vehicle loses 1 Structure point and the
  enemy rolls again on this table (applying the same modifiers).
  Note: If a vehicle suffers a Weapon Destroyed or Drive
  Damaged result, and is already Immobilised and has no
  weapons left, it suffers a Structural Damage result instead.
  
  Imperial Armour
  242
  APPENDIX II
  FLYERS
  F
  lyers were introduced in Apocalypse because normal
  games of Warhammer 40,000 represent too small an area
  for these incredibly fast-moving units. Rather than dealing
  with high-level bombers that are flying way out of range of any
  weapon on the battlefield (such things are better represented
  by strategic assets), we decided to concentrate on attack craft
  that are employed in close support of friendly troops on the
  battlefield. 
  A flying model follows the normal rules for its unit type given
  in the Warhammer 40,000 rulebook, with the following
  exceptions. 
  MOVEMENT
  Flyers always begin the game in strategic reserve. 
  When the flyer arrives from reserve, it can be placed
  anywhere on the table except on top of other models. It can
  be placed over any piece of terrain, but never counts as being
  inside it. Note that this is not a Deep Strike, and the model
  does not scatter.
  In each of its subsequent Movement phases, the flyer can be
  placed anywhere on the table, facing any direction, but the
  new position must be more than 36" away from its former
  position. 
  A flyer may disengage instead of moving, and is removed
  from the table. It may return in any following turn, and is
  placed anywhere on the table. If, at the end of the game, the
  flyer has disengaged and is not on the table, it is not
  considered destroyed. 
  FLYERS SHOOTING
  Flying models always count as stationary for the purposes of
  firing their weapons. When hitting a non-flyer vehicle, flyers
  always attack the target’s side armour, regardless of the
  relative positions (representing hits against the top armour of
  the target). When shooting other flyers, armour aspects are
  used as normal. 
  When determining line of sight from flyers, always ignore all
  intervening terrain and models, as the flyer will be higher up
  than anything on the battlefield. The only exception is area
  terrain occupied by the target, which is not ignored.
  SHOOTING AT FLYERS
  When shooting at a flyer, all models need a 6 to score a hit,
  regardless of their Ballistic Skill. In addition, when measuring
  the range to a flyer, all weapons’ maximum range is reduced
  by 12", to represent the elevation of the shot (this means that
  weapons with a maximum range of 12", like pistols, cannot hit
  flyers). 
  Weapons using any teardrop-shaped template cannot hit
  flyers. 
  Weapons that do not roll to hit using Ballistic Skill (like
  ordnance weapons) cannot hit flyers, unless these weapons
  also have the anti-aircraft mount special rule (see the Special
  Rules section on page 96 for more details). 
  When shot at, flying vehicles follow the same rules as
  skimmers moving over 12", so all penetrating hits against
  them are always downgraded to glancing hits. However,
  against flyers, Stunned results always count as Shaken, and if
  flyers are Immobilised, they are automatically destroyed.
  A flyer that suffers a destroyed result or worse (explosions,
  etc), is always removed and does not damage models on the
  ground. 
  When determining line of sight and cover to flyers, always
  ignore all intervening terrain and models, as the flyer will be
  higher up than anything on the battlefield.
  ASSAULTS
  Flyers may never assault nor be assaulted. 
  VICTORY
  Flyers never count as scoring units. 
  SUPER-HEAVY FLYING VEHICLES
  Flyers that are super-heavy treat Driver Stunned results as
  Gun Crew Shaken, and Drive Damaged results as Chain
  Reaction.
  Super-heavy flyers cannot use the Damage Control rule.
  HOVER MODE
  Some vehicles combine the features of a skimmer and a flyer,
  having the ability to land vertically, hover very close to the
  ground or fly at high speed and height. These extremely
  flexible vehicles have the Hover Mode special rule on their
  datasheet. 
  When you are about to move such a vehicle, you must decide
  to move it either as a skimmer or as a flyer for that turn. The
  model will follow all the rules for either flyers or skimmers
  (depending on how you chose to move it) until the beginning
  of your next turn. For example, if a vehicle moves as a
  skimmer that turn, transported troops can disembark normally,
  the vehicle may not execute a bombing run, and the vehicle
  does count as a scoring unit if it is the last turn of the game! 
  Vehicles with the Hover Mode special rule can start the game
  in strategic reserve or be set up normally as a skimmer during
  deployment. If kept in strategic reserve, when they become
  available they can choose to enter the game either moving as
  a flyer (ie, appearing anywhere on the table) or as a skimmer 
  (ie, moving onto the table from the appropriate table edge). 
  BOMBING RUNS
  In order to use a weapon with the Bomb special rule, a flyer
  must execute a special manoeuvre called a bombing run. The
  player must announce this when he moves the flyer. Flyers on
  a bombing run are always moved at the end of the Movement
  phase, so that their bombs hit the ground immediately at the
  beginning of the ensuing Shooting phase. 
  Leave a marker in the original position of the flyer and then
  move the flyer as normal. 
  Draw an imaginary line between the marker and the flyer’s
  final position. This is the flyer’s bombing run corridor. 
  At the beginning of the Shooting phase, pick any one point
  along the bombing corridor as the target point. If the flyer just
  entered the table, the target point can be anywhere on the
  table.
  
  Appendix
  243
  Place the Apocalyptic Barrage template (see page 97) centred
  on the target point, and then resolve the hits as described in
  the appropriate model's datasheet.
  Inferno!
  Some bombs are not designed for precision bombing, but
  saturate an area with incendiary liquids or lethal gases. 
  If a weapon has the Inferno! special rule, it uses the special
  Hellstorm template. 
  Execute a bombing run as described above and then place
  the Hellstorm template anywhere along the bombing corridor,
  with the large end towards the flyer (see diagram). The
  template is then moved 3D6" forward along the bombing
  corridor towards the flyer. Once the template is in place, hits
  are determined as described in the flyer’s datasheet (no cover
  saves apply).
  FLYING TRANSPORTS
  Models transported in a flyer may disembark only if they are
  jump infantry, in what is called a ‘drop run’. This is worked out
  in the same way as a bombing run, but instead of dropping
  bombs, any number of transported jump infantry units may
  Deep Strike, choosing a target point anywhere along the
  bombing corridor (much in the same way as a bomb), and
  then rolling for scatter. Normaly infantry may only embark or
  disembark from a flyer using the Hover Mode rule (see page
  94 of the Apocalypse rulebook).
  Needless to say, if a flying transport is destroyed, all
  transported troops are also destroyed! 
  BOMBING RUN – The flyer in the diagram moves from
  position A to position B at the end of the Movement phase.
  Immediately afterwards, at the start of the Shooting phase, the
  player places the Apocalyptic Barrage template on the point
  shown. Finally, he rolls the appropriate number of dice to
  determine where each bomb hits the ground (as explained
  overleaf). 
  INFERNO! – The flyer in the diagram moves from position
  A to position B at the end of the Movement phase.
  Immediately afterwards, at the start of the Shooting phase,
  the player places the Hellstorm template on the point
  shown. Then, he rolls 3D6 and moves the template that
  many inches towards its final position along the bombing
  corridor to determine where the template ends. 
  
  Imperial Armour
  244
  APPENDIX III
  SPECIAL RULES
  ANTI-AIRCRAFT MOUNT
  These weapons are designed to track fast-flying targets.
  Weapons with this special rule on their profile (often
  shortened to ‘AA mount’) can hit flyers using their normal
  Ballistic Skill, rather than on a 6. If a weapon that normally
  does not roll to hit (like an ordnance weapon) is mounted on
  an anti-aircraft mount, it will now roll to hit against flyers,
  hitting them on the roll of a 6. If it misses, do not work out any
  scatter – just discard the shot. 
  Note that all weapons that are described as pintle-mounted
  also automatically have the AA mount special rule. 
  BOMB
  See Bombing Runs on page 94 of the Apocalypse rulebook
  for details.
  CO-AXIAL WEAPON
  These weapons share the same mount with a larger gun, and
  are designed to fire tracer rounds against the target, making
  the main gun’s fire more accurate. Weapons that are defined
  as co-axial in their description must be fired at the same
  target as the main weapon (ie, the weapon they are attached
  to), and any Damage result that affects the main weapon
  affects them as well. On the other hand, if the player fires the
  co-axial weapon before the main weapon and scores at least
  one hit on the target unit, he may re-roll missed rolls to hit
  with the main weapon (or re-roll the Scatter dice in the case
  of ordnance).
  DESTROYER
  Also known as Titan-killers, weapons with this special rule on
  their profile deliver an immense amount of damage to their
  target. If a weapon has a ‘D’ instead of a Strength value in its
  profile, it means it is a destroyer. If a destroyer weapon hits a
  vehicle (including partial hits from a destroyer weapon using a
  blast marker), there is no need to roll for armour penetration –
  it automatically scores a penetrating hit. 
  This hit can still be downgraded to a glancing hit by rules that
  have that effect (smoke launchers, fast moving skimmers etc),
  with the exception of cover, which cannot obscure the vehicle
  as the destroyer weapon just blasts its way right through. 
  In addition, when rolling on the appropriate vehicle damage
  chart, add +1 to the result.
  If a destroyer weapon hits a non-vehicle model, there is no
  need to roll to wound – it automatically scores a wound. If the
  target fails to save this wound (no cover saves are allowed,
  as described above, but Invulnerable saves do apply) the
  weapon always inflicts Instant Death, regardless of the
  target’s Toughness. If the target is immune to Instant Death,
  then the destroyer will cause one Wound as normal.
  HOVER MODE
  See the Flyers section on page 94 of the Apocalypse
  rulebook.
  INFERNO!
  See the Flyers section on the previous page for details.
  PRIMARY WEAPON
  Primary weapon is a weapon characteristic of very large guns,
  often carried by super-heavy vehicles and gargantuan creatures. 
  Primary weapons always count as ordnance for the purposes
  of rolling for armour penetration and on Vehicle Damage
  charts. 
  In addition, because of the extra shielding and powerful back-
  up systems, whenever a primary weapon is affected by a Gun
  Crew Shaken or Weapon Destroyed result, the controlling
  player must roll a dice. On a result of 1-3 the primary weapon
  is shaken/destroyed as normal, but on a 4-6 the hit has no
  effect.
  TITAN CLOSE COMBAT WEAPON
  Some super-heavy walkers have the option of exchanging
  one of their arms’ long range weaponry with a gigantic close
  combat weapon, often surrounded by a crackling energy field. 
  Titan close combat weapons confer three extra close combat
  Attacks to the profile of the super-heavy walker. They also
  confer the Destroyer rule to all of the walker’s close combat
  attacks. Note that the Stomp special attack is not affected by
  either of these bonuses, as it is carried out with the vehicle’s
  legs.
  The enemy may apply a Weapon Destroyed result against a
  Titan close combat weapon, which counts as a primary
  weapon. If the roll to avoid being destroyed is failed, the Titan
  close combat weapon is destroyed – the walker loses the
  three extra Attacks and the Destroyer rule in close combat.
  POWER FIELDS
  Some Ork super-heavy vehicles are protected by a number of
  energy barriers called power fields. Each hit scored against
  such vehicles from a distance of 12" or more will instead hit a
  power field. Close combat attacks, and ranged attacks from a
  distance of less than 12", come from inside the field and
  therefore are not stopped at all. Power fields are the
  equivalent of Armour 12. Each glancing or penetrating hit
  scored against the fields causes one field to collapse. After all
  of the fields have collapsed, further hits are resolved against
  the vehicle's real Armour value as normal.  
  VOID SHIELDS
  Certain super-heavy vehicles of the Imperium are surrounded
  by a number of protective energy fields called void shields,
  which utilise warp technology to displace incoming attacks.
  These work exactly like power fields, with the exception that
  collapsed void shields can be raised again. This process is
  slow and requires vast quantities of energy, supplies of which
  can be quite erratic in combat conditions. To represent this, at
  the end of any of its turns, roll a dice for each Structure point
  the vehicle has left. Any result of 5+ immediately restores one
  collapsed shield. 
  ELDAR TITAN HOLO-FIELDS
  Eldar Titans have holo-fields that are even more effective than
  the ones the Eldar use on its smaller vehicles. Every time a
  hit is scored against an Eldar Titan that moved in the previous
  turn, the Eldar player rolls a dice. On a result of 4 or more,
  the hit is discarded. If a Titan did not move in the previous
  turn, it does not get this holo-field save.  
  
  Appendix
  245
  NEW BLAST MARKERS AND TEMPLATES
  Apocalypse uses some new (and much bigger!) blast markers
  and templates, whose names and rules are presented here.
  Be aware that to save space in the Legendary Units’
  datasheets, we normally do not use their full name, but
  instead refer to them (as well as to the normal Large Blast)
  with their size in inches. So, for example, the ‘Massive Blast’
  is referred to as the 7" Blast, etc.
  HELLSTORM TEMPLATE
  Weapons with the Hellstorm template rule use the large
  teardrop-shaped template and use the same rules as
  template weapons to determine which models are hit (no
  cover saves are allowed).
  APOCALYPTIC BLAST MARKER
  Weapons with the Apocalyptic Blast rule use a 10" diameter
  round blast marker and use the same rules as other blast
  weapons to determine which models are hit.
  MASSIVE BLAST MARKER
  Weapons with the Massive Blast rule use a 7" diameter round
  blast marker and use the same rules as other blast weapons
  to determine which models are hit.
  APOCALYPTIC BARRAGE TEMPLATE
  Weapons with the Apocalyptic Barrage rule use the special
  multiple blast template. To use this blast template, place it
  with its centre on an enemy model anywhere in line of sight of
  the weapon firing and then measure the range (if applicable).
  If the centre is in range, the weapon has hit and the barrage
  is left in place, otherwise it is removed. The player may rotate
  it around its centre to any final position he wishes. Once this
  is done, roll a number of dice equal to the number in the
  brackets and compare the results with the numbers on the
  template. Each dice result indicates which one of the round
  areas making up the template has been covered by the
  explosion. Models completely or partially under the area
  covered by an explosion are hit at full strength (much in the
  same way as template weapons, except that cover saves
  apply as normal). Resolve the explosion on each area in turn,
  in any order chosen by the firer.
  7"
  MASSIVE 
  BLAST MARKER
  APOCALYPTIC
  BLAST MARKER
  HELLSTORM
  TEMPLATE
  APOCALYPTIC
  BARRAGE TEMPLATE
  10"
  5"
  5"
  5"
  16.5"
  A weapon with Apocalyptic Barrage (4) is fired. The centre of the template is placed
  over the target model and found to be in range, so the template is left in place and
  rotated by the firing player until he is happy with its final position. Now four dice are
  rolled, and the results are 2, 3, 3 and 6. The areas 2 and 5-6 (see diagram) are hit
  once and area 3 is hit twice. The player resolves the effects of these explosions
  one at a time, in any order he likes.
  
SOURCE: textdata/thevault/Warhammer/40k/Imperial Armour/Warhammer 40K - Imperial Armour Volume 02 - Space Marines & Forces of the Inquisition - Update.pdf