TEXT: Bell of Lost Souls Presents
  LORDS
  of
  BATTLE
  Warmachines and Monstrosities
  of the 40th Millennia
  v 2.0
  Bigred; Adeptus Administratum Curator
  Mkerr, Bulwark; Autosavants
  Thomas Reidy, Remembrancer
  Dedicated to Jervis Johnson, the father of Epic
  
  2
  www.belloflostsouls.blogspot.com
  Introduction	
  	
  	
  	
  4
  Imperium		
  	
  	
  5
  Leviathan Regimental HQ 
   
  6
  Capitol Imperialis  
   
   
  7
  Deathstrike Launcher 
   
   
  8
  Knight Paladin 
   
   
   
  9
  Knight Warden 
   
   
   
  10
  Knight Lancer 
   
   
   
  11
  Knight Household  
   
   
  12
  Reaver Titan (Hun variant) 
   
  13
  Reaver Titan (Goth variant)  
  14
  Ordinatus Armageddon  
   
  15
  Ordinatus Golgotha 
   
   
  16
  Ordinatus Mars 
   
   
   
  17
  Legion Fellblade  
   
   
  20
  Ruinous	Powers	
  	
  	
  21
  Cannon of Khorne 
   
   
  22
  Caudron of Blood  
   
   23
  Contagion Plague Engine 
   
   24
  Hell Knight of Slaanesh  
   
   25
  Harbinger Heavy Bomber 
   
  26
  Craftworld	Eldar	
  	
  	
  28
  Bright Stallion Knight 
   
   
  29
  Towering Destroyer Knight 
   
  30
  Exodite Knight Host 
   
   
  31
  Tempest Grav-tank 
   
   
  32
  Phantom Titan 
   
   
   
  33
  Warlock Titan 
   
   
   
  34
  CONTENTS
  Produced by Bell of Lost Souls
  Copyright © Bell of Lost Souls 2008. All Rights Reserved.
  Orks		
  	
  35
  Digga Stompa 
   
   
   
  36
  Digga Mob  
   
  37
  Slasha Gargant 
   
   
   
  38
  Great Gargant 
   
   
   
  39
  Gibletgrinda 
   
   
   
  40
  Wierdboy Battletower  
   
  41
  Tyranids	
  	
  	
  43
  Dactylis 
   
   
   
  44
  Exocrine 
   
   
  45
  Haruspex 
   
   
   
  46
  Malefactor  
   
   
  47
  Dominatrix  
   
   
  48
  Necrons	
  	
  	
  49
  Obelisk 
   
   
   
  50
  Aspis  
   
  51
  Heroes	and	Villains	
  	
  	
  52
  Special	Missions	
  	
  	
  56
  
  3
  Lords	of	Battle
  "Though my guards may sleep and ships 
  may rest at anchor, our foes know full 
  well that big guns never tire."
  -Lufgt Huron, The Tyrant of Badab
  "Despise infantry if you must. Crush 
  them underfoot, by all means. But 
  do not ignore them. Battlefields are 
  littered with the wreckage of Titans 
  whose crews ignored infantry. "
  -Grand Master Ferromort, Ordo Sinister, Diviso Militaris
  
  INTRODUCTION
  Welcome	friend,	to	an	index	of	ancient	lore.	Find	herein	the	legends	of	the	
  battlefield;	war-machines	and	monstrosities	to	both	quicken	the	pulse	and	chill	
  the	soul.		Welcome	to	the	Lords	of	Battle.	
  FROM	THE	AUTHOR
  Welcome to what we hope is an exciting and fun-filled 
  Warhammer 40,000 supplement. With the arrival of 
  Apocalypse, Warhammer 40,000 has entered a new era.  
  The player community has been given a template for 
  fun narrative games that are both monumental in size 
  and enjoyment.  No longer shackled to the competitive 
  tournament model, players have been given a toolbox for 
  the creation of new units both large and small in the form 
  of Apocalypse Datasheets.
  This supplement is not a comprehensive reference, 
  but a travel guide through the some of our favorite old 
  models from Epic. It is intended to get your creative 
  juices flowing and to allow a set of enthusiast gamers 
  and modelers a chance to dive into games with a host of 
  exotic but very familiar units.
  It has been a labor of love and I sincerely hope you have 
  a great time playing using these new toys.
  -bigred
  LORDS	OF	BATTLE
  Lords of Battle is for that special nut in all of us.  the little 
  spark that wants even bigger apocalypse games, with 
  even larger and more deadly toys to throw at our foes.  It 
  is a suplement meant for all those who look back on Epic 
  with fond memories and have always wanted to bring 
  some of those old warmachines and monsters into our 
  current 40k games.
  The wait is over. The warmachines are here. Enjoy! 
  HOW	THIS	CAMPAIGN	BOOK	WORKS
  This book is split into three main sections that deal with 
  using the Lords of Battle in your games.
  Datasheet	Index: This section goes over the various 
  new units for use in Apocalypse.  It is seperated by race.
  Heroes	and	Villians: This section covers a small 
  samplind og special characters you can use to further 
  customize your Lords of Battle.
  Special	Missions: This section covers a small set of 
  sample Apocalypse games designed to highlight the units 
  prosented in this book.  It is provided as a starting point 
  to get your creative juices going. 
  4
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  "The Orders of the Adeptus 
  Titanicus are the iron fist of the 
  Emperor's rule. A velvet glove 
  would serve no purpose. ."
  -
  Grand Master Augrim, Divisio Militaris, Order of 
  the Imperial Eagles 
  a
  5
  Lords	of	Battle
  THE IMPERIUM
  
  6
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  LEVIATHAN REGIMENTAL HQ
  POINTS: 1400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Doomsday Cannon*                 96”               9         2        Ordnance 1,  10” blast
   
   
   
   
   
         Primary Weapon
    
  Battle Cannon 
   
    72”               8          3       Ordnance 1,  5” blast
   
   
   
   
   
         
  Las-cannon             
    48 “              9          2       Heavy 1
  Heavy bolter             
    36 “              5          4       Heavy 3
  * The Doomsday Cannon removes terrain under the template on a D6 roll of 4+.
  UNIT: 1 Leviathan
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 5
  VOID SHIELDS: 4
  TRANSPORT: 50
  ACCESS POINTS: One rear hatch 
  (counts as 3 access points)
  FIRE PORTS: 10 left, 10 right, 5 rear
  WEAPONS AND EQUIPMENT: 
  - Hull-mounted doomsday cannon
  - Turreted battle cannon;
  - 6 Sponsons, each with
            -one twin-linked lascannon          
  - 8 Sponsons, each with
            -one twin-linked heavy bolter
   
  Size Comparison
  SPECIAL RULES:
  �Regimental HQ: Leviathans are the mobile high command centres for
  an entire Imperial Guard army.  They are bristling with advanced sensors, 
  communications gear, and are at the center of both strategic and
  tactical command of their forces.  The following strategic assets apply to
  friendly Imperial Guard forces:
  - Careful Planning
  - Supreme Headquarters (centered on the Leviathan) 
  -General Staff
  OPTIONS:
  �Stygies Pattern: Leviathans are often produced without the 8  heavy
  bolter sponsons.  These vehicles cost 1250pts.
  The Leviathan Regimental HQ is  a Praetorian-class vehicle, the largest
  types under direct command of the Imperial Guard.  Fabricated by the 
  Mechanicus, Leviathans are provided to the Guard to fill the need for
  a well protected mobile headquarters vehicle for an entire IG army.
  Leviathans are normally kept far behind the front lines and are fitted 
  with a dazzling array of sensors, communications gear and battle-
  field display equipment.  
  In the thick of a difficult campaign Imperial Guard Generals may bring up
  their Leviathan to the front lines to help attain key battlefield objectives.
  The vehicle is a behemoth; slow, but incredibly armored and protected
  with a bank of void-shields.  Leviathans do not have the pure offensive 
  power of battle-titans, but are fitted with a larger set of small weapons to
  rapidly engage multiple threats.  Their primary offensive weapon is the
  Doomsday Cannon, a titan-class high calibre cannon that can blast
  aside any opposition.  Secondarily, the Leviathan is a tranport with the 
  capacity to hold an entire Guard platoon, usually the General Staff’s 
  bodyguard detail.
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   3          14             14           13   
  Doomsday
  Cannon
  Turreted
  Battle Cannon
  Twin-linked
  Las-cannons
  (3 per side)
  Twin-linked
  Heavy bolters
  (4 per side)
  Bridge
  Observation Deck
  Model by Thomas McBride
  Rear
  Access
  Ramp
  Transport Rules:
  - Imperial Guard infantry, cavalry
  and Sentinels only.
  Occupant Spaces:
  - Infantry:  
  1
  - Cavalry, ogryns:  2
  - Sentinels: 
  5
  
  7
  Lords	of	Battle
  CAPITOL IMPERIALIS
  POINTS: 1600
  WEAPON                               RANGE     STR     AP     SPECIAL
  Volcano Cannon                         240”             D         2        Ordnance 1,  10” blast
   
   
   
   
   
         Destroyer, Primary Weapon
    
  Plasma Cannon 
   
    36”               7          2       Heavy 1 
   
   
   
         
  UNIT: 1 Capitol Imperialis
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 8
  VOID SHIELDS: 6
  TRANSPORT: 100 (see Transport Rules) 
  ACCESS POINTS: 
  - One rear ramp, (counts as 5 access points)
  - One front ramp (counts as 2 access points;  no vehicle
   embarking-disembarking allowed),
  FIRE PORTS: 20 left, 20 right, 10 rear (transported vehicles may not fire)
  WEAPONS AND EQUIPMENT: 
  - Turreted volcano cannon;
  - 2 sponsons banks, each with three plasma cannons
    (counts as 6 weapons)
  Size Comparison
  SPECIAL RULES:
  �Slow and Steady: A Capitol Imperialis massive size and slow pace easily
  shrug off the effects of uneven terrain and incoming fire.   The following
  rules apply:
  - It always counts as stationary for the purposes of occupants firing 
  non-heavy weapons from it’s fireports.
  - It ignores Driver Stunned critical results.
  - It recieves a 4+ save against all Drive Damaged critical results.
  - It treats all terrain less than 12” tall as clear.
  Transport Rules:
  - Imperial Guard vehicles, infantry,
  and cavalry only.
  - Super-heavies may not be carried
  Occupant Spaces:
  - Infantry:  
  1
  - Cavalry, ogryns:  2
  - Sentinels: 
  5
  - IG Tanks: 
  10
  note: infantry embarked in a transport
  (ex. chimera) still use up occupant spaces.
  The Capitol Imperialis is the largest of the monumental Praetorian
  class vehicles under direct command of the Imperial Guard.  Fabricated
  by the Mechanicus, Capitol Imperialis are provided to the Guard to fill
  the need for a well protected assault transport vehicle for an entire IG
  infantry or armored company.   Extremely rare, and very difficult to
  transport, an Imperial Guard army will count itself lucky to even possess
  one in its order of battle.  In the thick of a difficult campaign  Imperial
   Guard Generals will order their Capitol Imperialis to spearhead critical
  assaults in key sectors. 
  Dwarfing the super-heavy Gorgon  transport and even the mighty 
  Leviathan, a Capitol Imperialis is almost unstoppable once moving.  The
  vehicle is a collossus, slow, but incredibly armored, and protected
  with a large bank of void-shields.  Leviathans do not have the pure offensive 
  power of battle-titans, but are fitted with a large set of small weapons to
  rapidly engage multiple threats.  Their primary offensive weapon is the
  Volcano Cannon, a titan-class laser that can supress enemy super-heavies. 
  Bristling with armoured fireports, a Capitol Imperialis will relentlessly roll
  towards it objective; its dozens of passengers blazing away at any threats
  surrounding it, akin to the sailing warships of ancient Terra. 
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   3          14             14           13   
  Turreted
  Volcano Cannon
  Sponsons with Triple
  Plasma Cannon
  Mounts (per side)
  Bridge
  Observation Deck
  Rear
  Access
  Ramp
  Front
  Access
  Ramp
  
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  DEATHSTRIKE MISSILE LAUNCHER
  POINTS: 400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Deathstrike Missile
  (vortex warhead)*         36“-unlimited     n/a     n/a      Ordnance 1,  10” Blast
   
   
   
   
   
          One-shot   
  Heavy Bolter                                 36 “              5           4       Heavy 3
  TYPE:  Tank
  WEAPONS AND EQUIPMENT: 
  - 1 Deathstrike Missile;
  - 1 Heavy bolter
  UNIT: 1 Deathstrike Launcher
  Size Comparison
  The Deathstrike Missile Launcher is an increasingly rare sight on the
  battlefield.  These launch vehicles are based on the reliable Chimera
  chassis and each carry a single Deathstrike missile with a vortex
  warhead.  These are true intercontinental ballistic missiles with a range 
  of thousands of kilometers.  As such, they are mostly used well away 
  from the front lines and outside the range of enemy counterattack.  
   In times of dire need , the Deathstrike can be called forward to engage the
  enemy directly.  Once the launcher is stationary, the missile is lifted up into
  a vertical firing position and launched.  It will make a slow but steady
  ascent before plunging to annihilate its programmed target.  In such close
  quarters, the enemy will often put forth every effort to bring down the
  missile before it rains destruction upon them. 
   
  ARMOUR
  BS    FRONT     SIDE     REAR
   3          12            10           10
  Deathstrike Missile
  (Vortex Warhead)
  Heavy Bolter
  Crew Cabin
  Launch
  Gantry
  * This missile may be fired only once.  After determining the final position of the
  marker, any models and removable terrain features touched by the blast are
  removed fromthe game (flyers are not affected).  Dont even think about taking
  any form of save; and the vortex isn’t interested in your Adamantium Mantle, 
  Synapse and other special rules either.  Just remove them!  Gargantuan Creatures
  are not removed, but automatically lose D6 wounds (no saves of any kind
  allowed).  Super-Heavy Vehicles are not removed, but automatically lose D3
  structure points. 
  SPECIAL RULES:
  �Vertical Ascent: When the Deathstrike Missile is launched, it climbs in a pure
  vertical ascent, before plunging on its target.  Place a missile marker on the
  launch vehicle.  During the next enemy turn any single enemy unit may attempt to
  fire on the missile, counting it as a flyer in the position of the marker.  The
  Deathstrike missile is an AV:10 vehicle and any glancing or penetrating hit will
  destroy it.  If the missile survives, in the following firing player’s turn it will strike
  any point on the table outside the minimum range and detonate (scattering
  normally as ordnance).
  Model by Thomas Grassl
  
  9
  Lords	of	Battle
  KNIGHT PALADIN
  POINTS: 300
  "Let none deride the Knight Households.
  What they lack in firepower, they make
   up in valor and numbers."
  -Princeps Josiah Muybridge; Legio Astraman
  WEAPON                               RANGE     STR     AP     SPECIAL
  Knight Battle Cannon              72”               8           3       Apocalypse Barrage (2)
  Heavy Bolter                                 36 “              5           4       Heavy 3
  Dreadnought CCW                    n/a              n/a       n/a    +2 Attacks
  UNIT: 1 Knight Paladin
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  VOID SHIELDS: 1
  WEAPONS AND EQUIPMENT: 
  2 arm-mounted weapons:
  - 1 Knight Battle Cannon;
  - 1 Dreadnought CCW
  -1 Twin-linked Heavy Bolter
  Size Comparison
  The Imperial Knight Paladin is one of the most common knight
  class vehicles used by the noble families of the Adeptus Mechanicus
  Knight Worlds.  These hardy people live a feudal lifestyle, ruling over
  agri-worlds that supply Mechanicus Forgeworlds with much needed
  food.  In exchange, they recieve techpriest delegations and several
  classes of Knight one-man titans.  The Knights are used as much in
  time of peace for the protection of the valuable crops and home
  defence as they are in time of war where the Knight orders make up
  a reserve force to back up the larger Titan Collegios of the 
  Mechanicus proper.  
   The Knight Paladin is a balanced knight design, which is equipped with
  a mix of ranged and assault weapons.   It is more common than the heavier
  Warden knights but is faster and deadlier in hand-to-hand combat.  Using
  the skill of its single pilot and protected behind it’s void shield, a Knight
  Paladin will wade its way directly towards its foes,  hitting them from afar
  with it’s rapid-firing battle cannon before moving in for the kill in bloody
  assault.   When faced with the larger constructs of the enemy races, Knight
  Paladins will call for the larger support of its Titan Legion cousins.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      13             12           11      2    1(3)
  Knight
  Battle Cannon
  Chin-mounted
  Twin-linked
  Heavy Bolter
  Void Shield
  Generator
  Pilot
  Cockpit
  Dreadnought
  CCW
  
  10
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  KNIGHT WARDEN
  POINTS: 400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Warden Missile
  Launcher                                    G 12-120”       9           3       Apocalypse Barrage (3)
   
   
   
   
   
         
  Heavy Bolter                                 36 “              5           4       Heavy 3
  UNIT: 1 Knight Warden
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  VOID SHIELDS: 1
  WEAPONS AND EQUIPMENT: 
  2 arm-mounted weapons:
  - twin-linked heavy bolter
  - twin-linked heavy bolter
  -1 hull-mounted Warden Missile Launcher
  Size Comparison
  The Imperial Knight Warden is one of the rarer knight class vehicles
  used by the noble families of the Adeptus Mechanicus Knight Worlds. 
  These hardy people live a feudal lifestyle, ruling over agri-worlds that
  supply Mechanicus Forgeworlds with much needed food.  In
  exchange, they recieve techpriest delegations and several classes of
  Knight one-man titans.  The Knights are  used as much in time of
  peace for the protection of the valuable crops and home defence as
  they are in time of war where the Knight orders make up a reserve
  force to back up the larger Titan Collegios of the Mechanicus proper.  
   The Knight Warden,  is a heavy knight design, which is equipped with
  long range weapons and thick armor.   It is a rarer design than the lighter
  Knight Paladins but is slower and deadlier on the open field.  Using
  the skill of its single pilot and protected behind it’s void shield, a Knight
  Warden will anchor a fire-line and barrage its foes from afar, trusting in it’s
  lighter household knights to hold off enemies who are closing on its position.
  When faced with the larger constructs of the enemy races, Knight Wardens
  will call for the larger support of its Titan Legion cousins.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      14             13           12      2      1
  Twin-linked
  Heavy Bolter
  Twin-linked
  Heavy Bolter
  Warden Missile
  Launcher
  Void Shield
  Generator
  (Rear)
  Pilot
  Cockpit
  SPECIAL RULES:
  �Lumbering: The Knight Warden is a heavy defensive vehicle.  It’s
  thick armor and potent weapons leave little room for a large
  powerplant within its hull.  The Warden can move up to 6” per
  turn.
  
  11
  Lords	of	Battle
  KNIGHT LANCER
  POINTS: 300
  WEAPON                               RANGE     STR     AP     SPECIAL
  Knight Battle Cannon              72”               8           3       Apocalypse Barrage (2)
  Knight Power Lance*                 n/a              n/a       n/a    +1 Attacks
  *The Knight Power Lance counts as a dreadnought close combat weapon.
  Resolve any rolls on the critical table with a +1 modifier. 
  UNIT: 1 Knight Lancer
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  VOID SHIELDS: 1
  WEAPONS AND EQUIPMENT: 
  2 arm-mounted weapons:
  - 1 Knight Battle Cannon;
  - 1 Knight Power Lance
  Size Comparison
  The Imperial Knight Lancer is one of the most common knight
  class vehicles used by the noble families of the Adeptus Mechanicus
  Knight Worlds.  These hardy people live a feudal lifestyle, ruling over
  agri-worlds that supply Mechanicus Forgeworlds with much needed
  food.  In exchange, they recieve techpriest delegations and several
  classes of Knight one-man titans.  The Knights are used as much in
  time of peace for the protection of the valuable crops and home
  defence as they are in time of war where the Knight orders make up
  a reserve force to back up the larger Titan Collegios of the 
  Mechanicus proper.  
   The Knight Lancer is a light knight design, which is equipped with a mix of
  ranged weapons, and high speed.   It is less common than the heavier
  Paladin and Warden knights but is faster foe, able to harrass from afar and
  close quickly. Using the skill of its single pilot and protected behind it’s void
  shield, a Knight Lancer will engage at range from its foes,  while charging in
  quickly to demolish its prey with it’s dealy power-lance.  Designed for focussed
  high-speed assaults against single targets, the Lancer must beware of
  becoming encircled by multiple threats and beat a hasty path to safety.  If
  faced with teeming masses of an enemy army,  Knight Lancers will fall back
  and call for the larger support of its Titan Legion cousins.
  Knight
  Battle Cannon
  Power-lance
  Void Shield
  Generator
  Pilot
  Cockpit
  High-efficiency
  Leg actuators
  SPECIAL RULES:
  �Agile: In the shooting phase the Knight Lancer may divert
  some of the energy from its  weapons towards its legs, so it
  can choose to either:
  - Fire all available weapons as normal.
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet
   rule).
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I        A
   3        4      10      13             11           10      2     1(2)
  
  12
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  KNIGHT HOUSEHOLD
  POINTS: 150+ MODELS
  In times of war, a Knight Household will muster its forces into dedicated
  strike forces and march boldly forth to face the foe.  By ancient tradition
  these forces are always of a single knight category, and are dedicated to
  a particular goal.  Thus Knight Paladin forces are flexible, while Lancers
  are suited to high-speed raids.  The rarer Wardens will sometimes be 
  grouped to defend a key position such as the Household’s keep.  In any 
  configuration, a Knight Household is effective on the battlefield, unified
  by strong ties of blood and honor, they are not easily turned aside.
   
  KNIGHT
  FORMATION:
  1 Lord
  2-4 Knights
  (You must specify whether the Household is composed entirely of Knight Paladin, Lancer, and Wardens) 
  SPECIAL RULES:
  Household Lord: The Knight Household is led by its Lord.  This
  unit is BS: 5, WS:4
  Chivalrous: At the start of battle, the Household must select a 
  single enemy unit or Apocalypse Formation as its ritual opponent.
   All Knight Household units gain Preferred Enemy and Tank Hunters
  USRs versus the chosen enemy.
  KNIGHT
  LORD
  KNIGHT
  KNIGHT
  The Imperial Knight Households are a determined, fighting force,
  embracing the code of chivalry in a cold uncaring universe.  These
  hardy people live a feudal lifestyle, ruling over agri-worlds that supply
  Mechanicus Forgeworlds with much needed food.  In exchange, they
  recieve techpriest delegations and several classes of Knight one-man
  titans.  The Knights are used as much in time of peace for the protection
  of the valuable crops and home defence as they are in time of war
  where the Knight Households make up a reserve force to back up the
  larger Titan Collegios of the Mechanicus proper.  
  Strike Force: The formation must all be deployed within 18” of the Lord, or
  if coming on from reserve, they must enter the table within 18” of the point
  entered by the Lord.
  
  13
  Lords	of	Battle
  REAVER BATTLE TITAN (HUN VARIANT)
  POINTS: 1100
  WEAPON                               RANGE     STR     AP     SPECIAL
  Double-barrelled
  Turbo-laser Destructor            96”               D         2        Heavy 2,  5” blast
   
   
   
   
   
          Destroyer,  Primary Weapon
  Plasma Blastgun* 
  (rapid)       
                        72”               8          2        Ordnance 2,  7” blast
   
   
   
   
   
          Primary Weapon  
  (full)      
   
                        96”             10         2        Ordnance 1,  10” blast
   
   
    
   
   
          Primary Weapon
    
  Inferno Gun**                       Hellstorm         7          3        Heavy 1,   Primary Weapon
  Vulcan Mega-bolter 
    60”               6          3        Heavy 15,  Primary Weapon
  Apocalypse
  Missile Launcher***          G 24-360 “        7          3         Apocalypse Barrage (5)
   
   
   
   
   
          Primary Weapon
  UNIT: 1 Reaver Titan (Hun variant)
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 6
  VOID SHIELDS: 4
  WEAPONS AND EQUIPMENT: 
  2 arm weapons from the following list:
  - Double-barrelled Turbo-laser Destructor;
  - Plasma Blastgun;
  - Inferno Gun;
  - Vulcan Mega-bolter;
  - Apocalypse Missile Launcher;
  - Titan close combat weapon
  Vulcan
  Mega-bolter
  Plasma
  Blastgun
  Size Comparison
  Princeps Command
  Chamber
  Over-sized
  Bannerpole
  SPECIAL RULES:
  �Reactor Meltdown: If the Hun suffers an Apocalyptic Explosion
  result on the Catastrophic damage chart, its reactor goes nuclear!
  This is the same as an Apocalyptic Explosion, except that the range is
  6d6”, and models within range suffer a Destroyer hit. 
  �Towering Monstrosity: It is difficult for the Hun to engage targets
  that are too close.  It suffers from the following restriction:
  - The Hun’s Titan close combat weapon can only be used against
  Gargantuan Creatures and Super-heavy vehicles. 
  �Reserve Power: The lack of a carapace weapon mount gives the Hun
  large power reserves from its plasma reactor.  It gains the following
  abilites:
  - The Hun may reroll failed attempts to refresh collapsed void shields.
  - Fire a single Primary Weapon and move an extra D6” (as per the 
  Fleet rule).
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet rule). 
  *The Plasma Blastgun can be fired in two modes with the profiles shown.
  Choose whice mode to use each time you fire the weapon.
  ** To fire the Inferno Gun place the Hellstorm template so that the narrow
  end is within 18” of the weapon and the large end is no closer to the
  weapon than the narrow end.  The Inferno Gun is then treated like any
  other template weapon.
  *** The Apocalypse Launcher fires like an Ordnance Barrage, but
  does not scatter and instead uses the ApocalypseBarrage marker to
  determine the fall of its five shots.
  The Reaver battle titan is an ancient design of the Adeptus Mechanicus.
  It has laid waste of the enemies of Mars since before the founding of 
  the Imperium.  The Reaver is classified as a medium battle titan. It fills
  a middleweight role, being larger and more heavily armed than the
  smaller Warhound scout titans, yet is smaller and less formidable than
  the newer Warlord class battle titans.
  The Hun variant is a testament to the desperate measures taken during the
  Horus Heresy.  Heavy Losses and lack of replacements led to a series of
  stopgap titan designs to bolster the titan legions who had suffered terribly.
  The Hun is designed as a heavy scout, able to perform the reconnaissance 
  role of the Warhound in areas of heavy resistance, or simply to bolster their
   smaller cousins in difficult warzones.  In the           40th millenia, only a handful
   soldier on, living memorials to those terrible             times.   
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   2        4      10      14             14           12      1     2
  
  14
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  REAVER BATTLE TITAN (GOTH VARIANT)
  POINTS: 1400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Double-barrelled
  Turbo-laser Destructor            96”               D         2        Heavy 2,  5” blast
   
   
   
   
   
          Destroyer,  Primary Weapon
  Plasma Blastgun* 
  (rapid)       
                        72”               8          2        Ordnance 2,  7” blast
   
   
   
   
   
          Primary Weapon  
  (full)      
   
                        96”             10         2        Ordnance 1,  10” blast
   
   
    
   
   
          Primary Weapon
    
  Inferno Gun**                       Hellstorm         7          3        Heavy 1,   Primary Weapon
  Vulcan Mega-bolter 
    60”               6          3        Heavy 15,  Primary Weapon
  Apocalypse
  Missile Launcher***          G 24-360 “        7          3         Apocalypse Barrage (5)
   
   
   
   
   
          Primary Weapon
  UNIT: 1 Reaver Titan (Goth variant)
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 6
  VOID SHIELDS: 4
  WEAPONS AND EQUIPMENT: 
  2 arm weapons from the following list:
  - Double-barrelled Turbo-laser Destructor;
  - Plasma Blastgun;
  - Inferno Gun;
  - Vulcan Mega-bolter;
  - Apocalypse Missile Launcher;
  - Titan close combat weapon
  1 carapace weapon from the following list:
  - Apocalypse Missile Launcher;
  - Double-barrelled Turbo-laser Destructor;
  - Plasma Blastgun;
  - Vulcan Mega-bolter
  Apocalypse Missile
  Launcher
  Vulcan Mega-bolter
  Plasma
  Blastgun
  Size Comparison
  Princeps Command
  Chamber
  SPECIAL RULES:
  �Reactor Meltdown: If the Goth suffers an Apocalyptic Explosion
  result on the Catastrophic damage chart, its reactor goes nuclear!
  This is the same as an Apocalyptic Explosion, except that the range is
  6d6”, and models within range suffer a Destroyer hit. 
  �Towering Monstrosity: Because of its immense size, it is difficult for
  the Goth to engage targets that are too close.  It suffers from the
  following restrictions:
  - The carapace weapon of the Goth has a minimum range of 12”
  - The Goth’s Titan close combat weapon can only be used against
  Gargantuan Creatures and Super-heavy vehicles. 
  *** The Apocalypse Launcher fires like an Ordnance Barrage, but
  does not scatter and instead uses the ApocalypseBarrage marker to
  determine the fall of its five shots.
  *The Plasma Blastgun can be fired in two modes with the profiles shown.
  Choose whice mode to use each time you fire the weapon.
  ** To fire the Inferno Gun place the Hellstorm template so that the narrow
  end is within 18” of the weapon and the large end is no closer to the
  weapon than the narrow end.  The Inferno Gun is then treated like any
  other template weapon.
  The Reaver battle titan is an ancient design of the Adeptus Mechanicus.
  It has laid waste of the enemies of Mars since before the founding of 
  the Imperium.  The Reaver is classified as a medium battle titan.  It fills
  a middleweight role, being larger and more heavily armed than the
  smaller Warhound scout titans, yet is smaller and less formidable than
  the newer Warlord class battle titans.
  Goth variant Reavers are most often used for rear-line fire support duties on
  the battlefield.  Usually armed with a set of lighter long-range weapons, the
  ancient Goth variant reavers will deploy directly behind the main front line,
  and pulverize key enemy elements that prove difficult for the standard army.
   While the newer Reavers and larger Warlords wade directly into the enemy 
  lines armed with the heavier class of titan weapons, it is the old reliable
  Goths who safeguards their infantry’s rear lines and clears the path for
  their advance.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   2        4      10      14             14           12      1     2
  
  15
  Lords	of	Battle
  ORDINATUS ARMAGEDDON
  POINTS: 1500
  WEAPON                               RANGE     STR     AP     SPECIAL
  Nova Cannon* 
   
   
   
         Integrated Weapon
  (rapid)                        
     96”           9          2      Apocalypse Barrage (6) 
   
   
   
   
   
   
   
   
        
  (full)                       
   
    120”           D          1      Ordnance 1, 10“ blast
   
   
   
   
   
         Destroyer  
   
   
   
   
   
          
  Las-cannon 
   
     48”              9          2       Heavy 1
  Heavy Bolter 
   
     36”              5          4       Heavy 3
  *When fired on (full) mode, roll a D3.  This is the modifier to use on all rolls
  on damage tables against the target unit.  Treat results greater than 6 as 6.
  UNIT: 1 Ordinatus Armageddon
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 5
  DISPERSION FIELD
  WEAPONS AND EQUIPMENT: 
  - Nova cannon;
  - 2 las-cannons;
  - 2 twin-linked  heavy bolters;
  Size Comparison
  SPECIAL RULES:
  �Dispersion Field: The Ordinatus is protected by a massive energy field
  that can deflect any ranged attack, but loses power rapidly once activated.
  The following rules apply:
  - The Ordinatus recieves a 2+ save against any rolls on the Super-Heavy
  damage table.  The first time this save is failed (a 1 is rolled), the Dispersion
  Field is down for the remainder of the game.
  �Integrated Weapon: The Ordinatus is literally built around  its main 
  weapon and is more an extension of it than a simple vehicle which carries
  it.   Any weapon listed as an Integrated  Weapon is only destroyed upon the
  destruction of the Ordinatus and is immune to gun-crew shaken critical 
  results
  �Target Lock: The Ordinatus’ integrated weapon takes time to aquire targets. 
  Once fired, you must skip a turn if you wish to fire upon a different target or
  location.
  The Ordinatus are among the strangest and most powerful weapons
  constructed by the Mechanicus.  Under the control of the Centurio
  Ordinatus, each of these mighty war machines is carefully maintained,
  assigned and transported to specific warzones.  Each Ordinatus is a
  unique weapon, often constructed to defeat a specific foe in a particular
  warzone.   Often millenia old, each Ordinatus is in high demand and
  their names are spoken in fear by the enemies of Mankind.  Each of 
  these avatars of the Omnissiah has carved a proud honor role of 
  victories over hundreds of foes since the Emperor ascended to the
  Golden Throne.
  Ordinatus Armageddon was created during the first chaos invasion of
  Armageddon.  The daemon-primarch Angron led a warhost of Banelord
  Traitor titans and several formations of daemon-engines.  Ordinatus
  Armageddon’s Nova Cannon is a naval plasma weapon modified for surface 
  combat.  It is capable of very fine reactor control and may fire a series of 
  plasma pulses to destroy formations of tightly packed vehicles or to strip
  enemy titan shields.  It may also fire a single massive blast which can rip a 
  Banelord titan in half with a single shot.  On Armageddon, the Ordinatus
  destroyed no less than 4 Banelords and 2 companies of Deamon-engines, 
  breaking the back of Angron’s offensive.
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   4          13             13           12   
  Las-cannons (2)
  Nova Cannon
  Bridge
  Targeting
  Array
  Transport
  Carriage
  Transport
  Carriage
  Transport
  Carriage
  Twin-linked
  Heavy Bolter
  Twin-linked
  Heavy Bolter
  
  16
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  ORDINATUS GOLGOTHA
  POINTS: 1500
  WEAPON                               RANGE     STR     AP     SPECIAL
  Hellfire Missile*                24”- unlimited   7          3      Ordnance 2,  10” blast,
   
   
   
   
   
         Integrated Weapon 
   
   
   
   
   
          
  Las-cannon 
   
     48”              9          2       Heavy 1
  Heavy Bolter 
   
     36”              5          4       Heavy 3
  *You may fire one missile per turn subject to the Target Lock restrictions.
  Place the initial template anywhere on the table within range.  Line of sight
  is not required.  After rolling for scatter, resolve each of the 2 templates
  using the chaining barrage rules.  Hellfire missiles wound on a 2+ regardless
  of target toughness.  Organic areas of cover such as forests and woods under
  the template are removed form play.
  UNIT: 1 Ordinatus Golgotha
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 5
  DISPERSION FIELD
  WEAPONS AND EQUIPMENT: 
  - 6 Hellfire Missiles;
  - 2 Las-cannons;
  - 2 twin-linked  Heavy Bolters;
  Size Comparison
  SPECIAL RULES:
  �Dispersion Field: The Ordinatus is protected by a massive energy field
  that can deflect any ranged attack, but loses power rapidly once activated.
  The following rules apply:
  - The Ordinatus recieves a 2+ save against any rolls on the Super-Heavy
  damage table.  The first time this save is failed (a 1 is rolled), the Dispersion
  Field is down for the remainder of the game.
  �Integrated Weapon: The Ordinatus is literally built around  its main 
  weapon and is more an extension of it than a simple vehicle which carries
  it.   Any weapon listed as an Integrated  Weapon is only destroyed upon the
  destruction of the Ordinatus and is immune to gun-crew shaken critical 
  results
  Target Lock: The Ordinatus’ integrated weapon takes time to aquire targets. 
  Once fired, you must skip a turn if you wish to fire upon a different target or
  location. 
  The Ordinatus are among the strangest and most powerful weapons
  constructed by the Mechanicus.  Under the control of the Centurio
  Ordinatus, each of these mighty war machines is carefully maintained,
  assigned, and transported to specific warzones.  Each Ordinatus is a
  unique weapon, often constructed to defeat a specific foe in a particular
  warzone.   Often millenia old, each Ordinatus is in high demand and
  their names are spoken in fear by the enemies of Mankind.  Each of 
  these avatars of the Omnissiah has carved a proud honor role of 
  victories over hundreds of foes since the Emperor ascended to the
  Golden Throne.
  Ordinatus Golgotha was created during the wars waged against ork
  Warlord Ghazghakull Thraka.  On the ork infested world of Golgotha, the
  Mechanicus deployed this Ordinatus to cull the unending tide of orks
  that faced the Imperial army.  It’s six Hellfire Missiles are tipped with the
  most deadly corrosive toxins devised by the Mechanicum.  Each is a mutiple
  warhead weapon and will devastate a very large area.  The effects of the 
  hellfire payload are horrific, literally searing away both flesh and bone,
  leaving only a bloody slurry in its target zone.  Whenever the enemies of the 
  Imperium find strength in their weight of numbers, Ordinatus Golgotha is
  there to clear the path to victory.
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   4          13             13           12   
  Las-cannons (2)
  Hellfire Missiles (6)
  Bridge
  Targeting
  Array
  Transport
  Carriage
  Transport
  Carriage
  Transport
  Carriage
  Twin-linked
  Heavy Bolter
  Twin-linked
  Heavy Bolter
  
  17
  Lords	of	Battle
  ORDINATUS MARS
  POINTS: 1500
  WEAPON                               RANGE     STR     AP     SPECIAL
  Sonic Disruptor*                   Hellstorm       D          1       Heavy 1, Destroyer,
   
   
   
   
   
         Integrated Weapon 
   
   
   
   
   
          
  Las-cannon 
   
     48”              9          2       Heavy 1
  Heavy Bolter 
   
     36”              5          4       Heavy 3
  *To fire the Sonic Disruptor, place the Hellstorm template anywhere on
  the table wholly within line of sight.   The Sonic Disruptor is then treated
  like any other template weapon.   Any removable terrain (including bunkers,
  buildings, obstacles, etc) under the template are removed from play.
  UNIT: 1 Ordinatus Mars
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 5
  DISPERSION FIELD
  WEAPONS AND EQUIPMENT: 
  - Sonic Disruptor;
  - 2 Las-cannons;
  - 2 twin-linked  Heavy Bolters;
  Size Comparison
  SPECIAL RULES:
  �Dispersion Field: The Ordinatus is protected by a massive energy field
  that can deflect any ranged attack, but loses power rapidly once activated.
  The following rules apply:
  - The Ordinatus recieves a 2+ save against any rolls on the Super-Heavy
  damage table.  The first time this save is failed (a 1 is rolled), the Dispersion
  Field is down for the remainder of the game.
  �Integrated Weapon: The Ordinatus is literally built around  its main 
  weapon and is more an extension of it than a simple vehicle which carries
  it.   Any weapon listed as an Integrated  Weapon is only destroyed upon the
  destruction of the Ordinatus and is immune to gun-crew shaken critical 
  results
  �Target Lock: The Ordinatus’ integrated weapon takes time to aquire targets. 
  Once fired, you must skip a turn if you wish to fire upon a different target or
  location. 
  The Ordinatus are among the strangest and most powerful weapons
  constructed by the Mechanicus.  Under the control of the Centurio
  Ordinatus, each of these mighty war machines is carefully maintained,
  assigned and transported to specific warzones.  Each Ordinatus is a
  unique weapon, often constructed to defeat a specific foe in a particular
  warzone.   Often millenia old, each Ordinatus is in high demand and
  their names are spoken in fear by the enemies of Mankind.  Each of 
  these avatars of the Omnissiah has carved a proud honor role of 
  victories over hundreds of foes since the Emperor ascended to the
  Golden Throne.
  Ordinatus Mars was created during the Horus Heresy by loyal members
  of the Mechanicus.  Its Sonic Disruptor was designed to destroy the
  impregnible Fortress of Jereicho, a holdout of traitor Dark Mechanicus. 
  Using its powerful resonant sonic wave, the fortress was broken and its
  infamous Tower of Steel crumpled like foil, leaving nothing but scrap in its
  wake.   Not only structures, but men and vehicles are vulnerable to
  Ordinatus Mars as both organs and metal are shaken to pieces by the
  deadly sonic wave’s passing.  Cover is of no use, as it to is reduced to so
  much debris.
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   4          13             13           12   
  Las-cannons (2)
  Sonic Disruptor
  Bridge
  Targeting
  Array
  Transport
  Carriage
  Transport
  Carriage
  Transport
  Carriage
  Twin-linked
  Heavy Bolter
  Twin-linked
  Heavy Bolter
  
  18
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  Cadian Capitol Imperialis "Kasr Viridi" leading an armored breakthrough during the Macharian Crusade  
   
  
  19
  Lords	of	Battle
   
   
   
   
   
   
   
   
   
   
  
  20
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  LEGION FELLBLADE SUPER-HEAVY TANK
  POINTS: 600
  WEAPON                               RANGE     STR     AP     SPECIAL
  Fellblade Cannon                       72”               9          2        Ordnance 1,  10” blast
   
   
   
   
   
          Primary Weapon
  Autocannon 
   
    48”               7          4        Heavy 2,  Co-axial
  Demolisher Cannon 
    24”              10         2        Ordnance 1,  5” blast
  Heavy Bolter 
   
    36”               5          4        Heavy 3
  Lascannon 
   
    48”               9          2        Heavy 1
  UNIT: 1 Fellblade
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 3
  WEAPONS AND EQUIPMENT: 
  - Turret mounted Fellblade cannon with co-axial autocannon;
  - Hull-mounted Demolisher cannon and twin-linked heavy bolters;
  - Two sponsons, each with one lascannon
     and one twin-linked heavy bolter;
  - Searchlight and Smoke Launchers
  - Power of the Machine Spirit
  Fellblade Cannon
  with co-axial
  autocannon
  Demolisher
  Cannon
  Twin-linked
  heavy bolters
  Sponson-mounted
  lascannon and twin-
  linked heavy bolters
  Noted Fellblades:
  Dominator - Death Guard
  Khatek - Sons of Horus
  Hydra’s Claw - Alpha Legion
  Millstone - Iron Warriors
  LEGION USERS: All Legions except White Scars, Night Lords
  Size Comparison
  Tank Commander
  Supplimentary
  fuel tanks
  Legion
  Iconography
  OPTIONS:
  A Fellblade may be given the following vehicle upgrades from the
  Space Marine codex: Hunter-killer missile, Pintle-mounted twin-linked
  bolter.
  A Fellblade may replace it’s two side sponsons with armour plates,
  increasing its side armour to 14 at no extra cost.
  The Fellblade super-heavy tank is one of the largest vehicles used
  by the Astartes Legions.  Manufactured by the Mechanicum, and 
  provided to the Legions, Fellblades are among the most dreaded
  sights to the enemies of the Imperium.  These are formidable 
  machines, armed with a variety of weapons ranging from the
  large caliber Fellblade cannon to the many small defensive
  heavy bolters festooning its hull.
  Fellblades are fitted with the most advanced  compact Machine Spirits
  available and are above all, crewed  by the mighty Astartes themselves.
  This combination makes the Fellblade an even greater threat than the
  ubiquitous Baneblade used by the Imperial army.
  Each Legion uses the Fellblade based upon their own tactical doctrines. 
  Thus, while dozens are in the inventory of the Iron Warriors, the master-
  raiders of the White Scars and Night Lords eschew thier use altogether.
   
        ARMOUR
  BS   FRONT     SIDE     REAR
   4        14             13           12 
  Machine Spirit
  
  21
  Lords	of	Battle
  "They are insignificant insects to be 
  crushed. I fear no footslogger. No mud-
  covered infantryman can stand against the 
  strength and speed that is within me and 
  my Warhounds. They shall all die."
  Esau Turnet,
   Traitor-princeps, Legio Mortis "The Death Heads" 
  M
  THE RUINOUS 
  POWERS
  
  22
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  CANNON OF KHORNE
  POINTS: 300
  WEAPON                               RANGE     STR     AP     SPECIAL
  Cannon of Khorne *             unlimited    5+D6    3        Ordnance 1,  7” blast
  *Roll 5+d6 to determine the strength of the Cannon of Khorne each time it
  fires.  A roll of 11 will count as S:10 and additionally inflict a glancing hit
  upon itself.   Cover saves are ignored by Cannons of Khorne.
  UNIT: 1 Cannon of Khorne
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  - 1 Cannon of Khorne;
  Size Comparison
  SPECIAL RULES:
  �Daemonic Possession:  The Cannon of Khorne ignores Gun Crew
   Shaken and Driver Stunned results. 
  �Runes of the Blood God:  Any psycher who targets the Cannon of
  Khorne with a psychic power automatically suffers a perils of the 
  warp attack, regardless of whether or not they pass their psychic test.
  The Cannons of Khorne are daemonic engines produced using a
  combination of chaos Sorcerors and Dark Mechanicus adepts.  A
  large high-calibre ordnance weapon is first constructed, before a
  daemon of Khorne is  bound within its hull.  Once trapped, the
  now living weapon only lives for battle.  It surges forward on
  creaking wheels, ever hunting for a good vantage point from
  which to rain its deadly fire upon its foes.
   A cannon of khorne is fueled by the raw ingredients of Khorn’e’s kingdom:
  blood, bone, and brass.  These are consumed and enfused with the daemon’s
  warp-fired hatred to produce a shot of deadly balefire.   The fire from a
  Cannon of Khorne is fickle, based upon the demeanor of the daemon
  within, and  it is not unusual for Cannons of Khorne to shake themselves
  apart in the midst of their furious volleys.  The volleys of balefire have
  limitless range, so long as the target can bee seen, and the balefire will
  burn foes out of any pretense of cover.    Khorne is a proud warrior, and will
  not suffer the use of majick agasint his daemon-engines, all of which are 
  protected against psychers with powerful runic wards.
  Cannon
  Muzzle
  Bound Daemonic 
  Wards
  Wheeled Carriage
  Protective
  Runes
  Molten Brass
  Resovoir
  Blood
  Resovoir
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   3          12             12           10   
  
  23
  Lords	of	Battle
  CAULDRON OF BLOOD
  POINTS: 350
  WEAPON                      RANGE     STR     AP     SPECIAL
   Blood Cannon              Hellstorm       7          3        Heavy 1, Primary Weapon
  SPECIAL RULES:
  �Daemonic Possession:  The Cauldron of Blood ignores Gun Crew Shaken
   and Driver Stunned results. 
  UNIT: 1 Cauldron of Blood
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  - 1 Cannon of Blood;
  Size Comparison
  �Runes of the Blood God:  Any psycher who targets the Cauldron of
  Blood with a psychic power automatically suffers a perils of the 
  warp attack, regardless of whether or not they pass their psychic test.
  �Destroyer:  Any non-vehicle unit tank-shocked by the Cauldron of Blood
  takes D6 strength:10 hits.  If they perform Death or Glory, the unit will 
  take a further D6 Strength:10 hits.  The Cauldron of Blood may reroll failed
  difficult terrain tests.
    
  The Cauldrons of Blood are daemonic engines produced using a
  combination of chaos Sorcerors and Dark Mechanicus adepts.  A
  large high-pressure flame-based weapon is first constructed, on a
  sturdy chassis before a daemon of Khorne is  bound within its hull. 
  Once trapped, the now living daemon-engine only lives for battle. 
  It surges forward on creaking wheels, ever hunting for its foes to
  burn away in a wash of boiling daemonic blood, or to simply crush
  under its relentless advance.
   A Cauldron of Blood is fueled by the great sizzling  vats of daemonic blood.
  As the vehicle closes in on its prey, it will unleash a gigantic torrent of 
  molten ichor onto its foes, melting them away in screams of agony.    Cover
  is no defense such a wave of bloody corruption, and the Cauldron of Blood
  is highly feared in built up urban areas.  The daemon-engine is also fitted
  with a large bladed prow, to cut down those who would stand in its path.
  Khorne is a proud warrior, and will not suffer the use of majick agasint his
  daemon-engines, all of which are protected against psychers with powerful
  runic wards.
  “Destroyer”
  Bladed Prow
  Blood Cannon
  Bound Daemonic 
  Wards
  Wheeled Carriage
  Protective
  Runes
  Boiling Blood
  Resovoir
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   3          14             13           13   
  
  24
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  CONTAGION PLAGUE-ENGINE
  POINTS: 350
  WEAPON                               RANGE     STR     AP     SPECIAL
  Plague Catapult                     G36”-240“      5          3        Heavy 1,  7” Blast
  Vomit Cannon 
                    Template      5          3        Heavy 1, 
  SPECIAL RULES:
  �Possessed: A Contagion Plague-engine ignores Gun Crew Shaken
   and Driver Stunned results. 
  UNIT: 1 Contagion Plague-Engine
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  - 1 Plague Catapult;
  Size Comparison
  �Explosion of Filth:  When the Contagion Plague-Engine is destroyed,
  its inner reservoir of of pestilant filth will flood over any close by.  If the
  Contagion Plague-Engine suffers a Wrecked result on the Catastrophic
  Damage table, then models within 2d6” are hit, in exactly the same way
  as an “explosion” result.  All Nurgle-alligned models (those with the
  mark of Nurgle, Nurgle Daemons, and so on) are immune to the effects
  of an Explosion of Filth. 
  Father Nurgle delights in the corruption and decay of  the universe.
  His legions exist to further their Father’s great plan for the galaxy 
  and toil endlessly to bring about the death of all things.
  Deep in Nurgle’s blighted forges innumerable slaves and daemonic
  servants toil endlessly to craft his plague-ridden daemon engines.  
  They writhe with the sickly energy of thier father, and are driven
  forward by the bound souls of all who were sacrificed during their 
  construction.
   
   The Contagion Plague Engine takes the form of gigantic wheeled catapult.
  It is constructed of  rotted timber and rusted steel, held together and infused
  with the lambent energies of death itself.   While brittle, its great range is
  highly valued by commanders of the Ruinous Powers.
  In combat it vomits forth massive volleys of concentrated poison and toxic 
  miasma, casting them upon distant foes.  Upon impact, the unfortunate are
  eaten away or quickly overcome by the noxious rain of pestilance.  The
  unfortunate few who survive are doomed to a lingering life of sickness, before
  they too fall at the feet of Grandfather Nurgle. 
  Vomit Cannon
  Plague Catapult
  Wheeled Carriage
  Basket
  Pestilant
  Reservoir
  Counterweight
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   3          12             12           10   
  
  25
  Lords	of	Battle
  HELL KNIGHT OF SLAANESH
  POINTS: 350
  WEAPON                               RANGE     STR     AP     SPECIAL
  Thermal Lance                             36”               D          2        Heavy 1, Destroyer   
   
   
   
   
   
       
  Blastmaster                                   36 “              5           4       Assault 2,  Pinning
  (Varied Frequency)
  Blastmaster                                   36 “              8           3       Heavy 1, 3”  Blast, Pinning
  (Single Frequency)
  UNIT: 1 Hell Knight of Slaanesh
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  - Thermal lance;
  - Twin-linked Blastmaster;
  Size Comparison
  SPECIAL RULES:
  �Possessed: A Hell Knight ignores Gun Crew Shaken and Driver
   Stunned results. 
  �Agile: In the shooting phase the Hell Knight may divert
  some of the energy from its  weapons towards its legs, so it
  can choose to either:
  - Fire all available weapons as normal.
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet
   rule).
  The Hell Knights of Slaanesh embody the graceful yet deadly nature
  of the Dark Prince.  Lithe, elgant daemonic constucts; they dance 
  gracefully across the battlefield.  Taking a form reminicent of giant
  Steeds of Slanesh, the Hell Knights take pleasure in laying low those
  that cross their path.   These are knight sized vehicles, and appear as
  almost twisted reflections of the Exodite Knights of the Eldar.   
   The Hell Knight is armed with a Thermal Lance.  It is a deadly weapon, 
  potent against armoured vehicles of the enemy.  In battle, the Hell Knights
  shriek forward on long elegant legs, cooing sweet sounds of deadly
  pleasure as they destroy the heavy assets of their foes.  Once they are 
  stripped of vehicles, the Hell Knights will join the fray with their smaller
  daemonic sisters crushing the enemy underfoot in a bloody orgy of melee.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   4        3      10      12             12           10      2     1
  Thermal
  Lance
  Twin-linked 
  Blastmaster
  Bound Daemonic
  Wards
  Counterbalance
  “Tail”
  Long Striding
  Legs
  Model by Clark Ross
  
  26
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  HARBINGER HEAVY BOMBER
  POINTS: 1400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Autocannon 
   
    48”               7          4        Heavy 2 
  Bomb 
   
   
  Bomb           6          4        Apocalypse Barrage (1)*,
   
   
   
   
   
          One-shot 
  Hellstorm 
                  Hellstorm       7          3        Inferno**, One-shot
  UNIT: 1 Harbinger
  TYPE: Super-heavy Flyer
  STRUCTURE POINTS: 9
  WEAPONS AND EQUIPMENT: 
  - 2 nose mounted twin-linked autocannons;
  - 2 side mounted twin-linked autocannons with anti-aircraft mounts;
  - The Harbinger also carries 24 bombs in each of its two bomb bays
    (48 bombs total);
  Nose mounted
  Twin-linked
  autocannons
  Twin-linked
  autocannons
  in side AA mount
  Twin-linked
  autocannons
  in side AA mount
  Cockpit
  Primary thrusters
  Primary thrusters
  OPTIONS:
  You may exchange one or both of the two bomb bay loads for 4
  Hellstorm bombs per bomb bay at no additional cost.  
  *You can elect to have the Harbinger drop as many bombs from each
  bomb bay as you wish in a single bombing run - for each bomb dropped
  roll once on the Apocalypse Barrage template.  But remember, each bomb
  can only be dropped once - when they’re gone, they’re gone!
  **Only one Hellstorm bomb may be dropped per bomb bay per bombing
  run. 
  SPECIAL RULES:
  Possessed: A Harbinger ignores Gun Crew Shaken and Driver
   Stunned results. 
  AA Fire: due to its size, when rolling to hit the Harbinger the enemy do not
  need 6s, but use their standard BS as normal.
  Dual Bomb Bays: A Harbinger may bomb dual targets per bombing run.
  Place both the bomb tempaltes using the normal bombing run rules, then
  resolve each in sequence, based upon the contents of the bomb-bay in 
  question.
  The Harbinger is the largest aircraft unleashed by the forces of Chaos.
  First seen during the 13th black Crusade, Harbinger raids have slowly 
  become more frequent.  Flown from heavily defended rear airbases, or 
  released from orbit, these machiens carry monstrous payloads, easily
  capable of  leveling entire cities with their incindiary or bio-warfare
  ordinance.
  The Harbinger is a large lumbering target, and they are usually encountered
  under the protection of swarms of Hellblade and Helltalon fighters.  The 
  appearance of even one in a warzone is enough to warrant its designation
  as a priority target for all Imperial aircrews theatre-wide.
   
        ARMOUR
  BS   FRONT     SIDE     REAR
   3        10             10           10 
  Double bomb bays
  20,000lb payload
  (underside)
  Size Comparison
  
  27
  Lords	of	Battle
  FAMOUS WARMACHINES of the 40th MILLENIA
  From	the	polar	fortresses	of	Macragge,	to	the	blasted	hives	of	Armageddon	a	
  handful	of	warmachines	and	monstrosities	have	become	paragons	of	hope	or	
  dread	upon	the	lips	of	the	teeming	masses	of	mankind.
  MISTRESS OF SIN: Dominatrix X-B-29
  KASR VIRIDI: Cadian Capitol Imperialis
  BRAZIER OF SPITE: Cauldron of Khorne
  This first Dominatrix identified by the Imperium 
  led the assualt on the polar fortresses on Macaragge 
  during the First Tyrannic War.  Dubbed Mistress of 
  Sin, by the Princeps of the Legio Praetor, the beast 
  led her monsterous brood against the defenders of 
  Ultramar.  Powerful beyond all reckoning, the 
  Dominatrix blasted and clawed three titans to ruin 
  before being put down by concentrated Legio fire. 
  Even in defeat, the creature's death cry slew every 
  living creature down to the viral level within 
  earshot. 
  The Kasr Viridi is the oldest Capitol Imperialis 
  of Cadia.  Tracing a proud history as far back as 
  the Scouring, Kasr Viridi has punched its way to 
  ultimate victory on a thousand battlefields.  It is 
  said the vehicle bears the Blessing of the Emperor 
  himself and time and time again, it has trundled 
  forth from apocalyptic fusilades that would have 
  reduced any other machine to soldering wreckage. 
  Hundreds of foes have discovered there is no 
  bulwark safe from its attentions.
  The Brazier of Spite has stalked the roads of bloody 
  war since time immemorial.  The first of Khorne's 
  Cauldrons of Blood, the Brazier of Spite is said 
  to flow with the vital essesnce drawn from the 
  Lord of Slaughter himself.  In the blasted cities of 
  Armageddon, the hell-spawned daemon-engine burned 
  away entire regiments of guardsmen, companies of 
  Astartes, and scores of Grey Knights before being 
  cast back to Khorne's infernal kingdom by a Grand-
  Master of that Holy Order. 
  
  28
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  "A great shadow fell over the Craftworlder's pyre; one of the 
  Phantoms towering above it. A huge pulsar reached down with
  something like tenderness - a spark, a crack, and it was lit.
  The Lord-Phoenix stood over the pyre as it burned, pulsars crossed, his 
  head bowed in grief."
  -Exodite Lord Trihaanel, on the aftermath of the Haranshemash 
  N U M P Q W N U MP O T Z N U M P O T N U M P O T 
  E D F C B
  N U M P Q W N U M P O T Z N U M P O T N U M P O T
  CRAFTWORLD
   ELDAR
  
  29
  Lords	of	Battle
  BRIGHT STALLION
  POINTS: 350
  WEAPON                               RANGE     STR     AP     SPECIAL
  Knight Pulse Laser                     48”               8          2        Heavy 4, Lance  
   
   
   
        
  Scatter Laser                                 36 “              6           6       Heavy 4
  UNIT: 1 Bright Stallion Knight
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  2 arm-mounted weapons:
  - 1 Knight Pulse laser;
  - 1 Scatter laser
  Size Comparison
  SPECIAL RULES:
  �Eldar Titan Holofields
  �Gallop: In the shooting phase the Bright Stallion may divert
  some of the energy from its  weapons towards its 4 legs so it
  can choose to either:
  - Fire all available weapons as normal.
  - Fire no weapons at all and move up to 12” 
  (for a total of 24” per turn).
  The Eldar Bright Stallion is one of the most common knight
  class vehicles used by the exodites of the Maiden Worlds.   These
  hardy people live a simple spartan lifestyle, that stands in contrast
  to their Craftworld brethren.  The Bright Stallion is a light, high-speed
  vehicle construct used as much in time of peace for the herding of the
  large beasts used as food by the exodites, as it is used in times of war
  to defend their homes.  The exodites organize their society into great
   clans, each of which has a ruling elite who take to the field in the
  knight class vehicles.
   The Bright Stallion, is a high-speed vehicle, which is equipped with
  ranged energy weapons.   It is more common than the heavier Towering
  Destroyer knights but just as deadly on the open field.  Using the skill of its 
  single pilot, and protected behind a veil of Eldar holofields, a Bright Stallion
  will attempt to use its speed to outflank an opponent, peppering them from
  afar with it’s laser weapons.    When faced with the larger constructs of the
  enemy races, Bright Stallions will retreat out of range, and call for the
  larger support of its Craftworld cousins.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      12             12           10      2     2
  Scatter
  Laser
  Knight Pulse
  Laser
  Pilot
  Cockpit
  “Wing” Holofield
  Generators
  “Wing” Holofield
  Generators
  Model by Greg Lanas
  
  30
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  TOWERING DESTROYER
  POINTS: 450
  WEAPON                               RANGE     STR     AP     SPECIAL
  Knight Pulse Laser                     48”               8          2        Heavy 4, Lance
   
   
   
   
   
       
  Scatter Laser                                 36 “              6           6       Heavy 4
  Dreadnought CCW                     n/a              n/a      n/a    +1 A 
  UNIT: 1 Towering Destroyer Knight
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  4 arm-mounted weapons:
  - 1 Knight Pulse laser;
  - 1 Scatter laser;
  - 2 Dreadnought close combat weapons
  Size Comparison
  SPECIAL RULES:
  �Eldar Titan Holofields
  �Agile: In the shooting phase the Towering Destroyer may divert
  some of the energy from its  weapons towards its legs, so it
  can choose to either:
  - Fire all available weapons as normal.
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet
   rule).
  The Eldar Towering Destroyer is one of the most common knight
  class vehicles used by the exodites of the Maiden Worlds.   These
  hardy people live a simple spartan lifestyle that stands in contrast
  to their Craftworld brethren.  The Towering destroyer is a large
  vehicle construct used as much in time of peace for the herding of the
  large beasts used as food by the exodites, as it is used in times of war
  to defend their homes.  The exodites organize their society into great
   clans, each of which has a ruling elite who take to the field in the
  knight class vehicles.
   The Towering Destroyer is a multi-purpose vehicle, which is equipped with
  a blend of both ranged energy weapons and close combat arms.  It is
  as deadly on the open field as it is in close assaults.  Using the skill of its 
  single pilot and protected behind a veil of Eldar holofields, a Towering
  Destroyer  can tear a path of destruction through a lightly equipped 
  enemy raiding force.  When faced with the larger constructs of the enemy 
  races, even the Towering Destroyer, must await the larger support of its
  Craftworld cousins.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      12             12           10      2   1(3)
  Scatter
  Laser
  Knight Pulse
  Laser
  Dreadnought
  CCW
  Dreadnought
  CCW
  Pilot
  Cockpit
  Chest Holofield
  Generators
  
  31
  Lords	of	Battle
  EXODITE KNIGHT HOST
  POINTS: 150+ MODELS
  KNIGHT
  KNIGHT
  KNIGHT
  KNIGHT
  LORD
  The Eldar Knight Hosts are a graceful, furious foe; stalwart defenders 
  of their exodite Maiden Worlds.   These hardy people live a simple
  spartan lifestyle that stands in contrast to their Craftworld brethren.
   Their Eldar Knights are large vehicle constructs used as much in time
  of peace for the herding of the large beasts used as food by the exodites,
  as it is used in times of war to defend their homes.  The exodites
  organize their society into great  clans, each of which has a ruling elite
  who take to the field in the knight class vehicles in tire of war.
  In times of war, an Exodite clan will will muster its forces into Knight Hosts
  and boldly sally forth to battle.  In contrast to their Human counterparts
  these forces are of variable composition, often mixing different knight
  models based on the needs at hand, and the battlefield goal.  Thus 
  Knight Hosts may sway towards the vicious Towering Destroyers capable
  of ripping the heart out of an enemy force to the fast graceful Bright
  Stallions who are raiders without peer, to everything in between.  In any 
  configuration, an Exodite Knight Host is a dreaded foe, striking like a
  thunderbolt from an unexpected quarter.
   
  FORMATION:
  1 Lord
  2-4 Knights
  (You may freely mix and match Towering Destroyers and Bright Stallions) 
  SPECIAL RULES:
  Household Lord: The Knight Household is led by its Lord.  This
  unit is BS: 5, WS:4
  Like the Wind: The Exodite Knight  Host gains the Flank March
  Strategic Asset.
  Strike Force: The formation must all be deployed within 18” of the Lord, or
  if coming on from reserve, they must enter the table within 18” of the point
  entered by the Lord.
  
  32
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  TEMPEST GRAV-TANK
  POINTS: 400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Tempest Cannon                        48”               D          2        Heavy 2,  3” blast
   
   
   
   
   
          Destroyer, Primary Weapon
  Shuriken Cannon  
    24”               6          5        Heavy 3
  Shuriken Battery  
    12”               4          5        Assault 6
  UNIT: 1 Tempest
  TYPE: Super-heavy tank,
  Skimmer, Fast
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  - Turret mounted twin-linked Tempest Cannon;
  - Turret mounted twin-linked Shuriken Cannon;
  - Two hull mounted Shuriken batteries
    
  Twin-linked
  Tempest Cannon
  Twin-linked
  Shuriken Cannon
  Shuriken Battery
  (one per side)
  Size Comparison
  Gunner’s Compartment
  Yaw Boosters
  Pilot’s Compartment
  Main Reactive
  Thrusters
  SPECIAL RULES:
  Eldar Titan Holo-fields
  The Tempest is amongst the largest vehicles recorded capable of
  anti-gravitic movement.  It is one of the Eldar’s “Engines of Vaul”, 
  large massive vehicles combining heavy firepower with high speed.
  It bears the honor of being the first Engine of Vaul encountered by 
  the Imperium, over 10,000 years ago.
  The Tempest is a rare design, often seen fielded by smaller Craftworlds, or
  in support of the larger, more potent Scorpion and Cobra vehicles.  It is
  armed with the deadly Tempest Laser; a smaller, shorter ranged version of 
  the mighty Pulsar mounted on the larger Engines of Vaul.  Protected behind
  a  holo-field and mounting a secondary battery of anti-personnel shuriken 
  weapons, the smaller Tempest is often used in the close support role for a 
  Craftworld’s infantry advance.  
   
        ARMOUR
  BS   FRONT     SIDE     REAR
   4        12             12           11 
  Atmospheric
  Combustable
  Intake
  Noted Tempests:
  Kurnous’s Fury- Iyanden Craftworld
  Twilight Dancer - Alaitoc Craftworld
  Dagger of Khaine - Il-Kaithe Craftworld
  Harvester of Ruin - Altansar Craftworld
  
  33
  Lords	of	Battle
  PHANTOM TITAN
  POINTS: 1900
  WEAPON                               RANGE     STR     AP     SPECIAL
  Phantom Pulsar                       96”               D          2        Heavy 3,  5” blast
   
   
   
   
   
           Destroyer, Primary Weapon  
  Phantom Sonic Lance*    Hellstorm          X          2        Heavy 1,   Primary Weapon
   
   
   
   
   
           Pinning 
  Distortion Cannon** 
  G48”              D          2       Ordnance 1,  10“ blast
   
   
   
   
   
          Destroyer,  Primary Weapon
  Heat Lance*** 
   
    72”               D          1       Ordinance 1,  7” Blast
   
   
   
   
   
          Primary Weapon
  Phantom
  Missile Launcher                        48”                 5           3       Heavy 6
  Phantom
  Prism Cannon                               60 “              10         1       Heavy 2,  5” blast 
  UNIT: 1 Phantom Titan
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 7
  WEAPONS AND EQUIPMENT: 
  2 arm weapons from the following list:
  - Phantom Pulsar;
  - Phantom Sonic Lance;
  - Distortion Cannon;
  - Heat Lance;
  - Titan close combat weapon
  2 wing-mounted weapons:
  - 1 Phantom Missile Launcher;
  - 1 Phantom Prism Cannon
  Phantom Missile
  Launcher
  Phantom 
  Prism Cannon
  Phantom Pulsar
  Heat Lance
  Size Comparison
  Crew 
  Compartment
  Wing Holofield
  Generators
  SPECIAL RULES:
  �Eldar Titan Holofields
  �Spirit Stone: The titan ignores Driver Stunned critical results on a D6 roll
   of 4+, and may always fire one weapon per turn that would normally be
   subject to a Gun-Crew Stunned restriction. 
  �Agile: In the shooting phase the Phantom may divert some of the
  energy from its primary weapons towards its legs so it can choose to
  either:
  - Fire all available weapons as normal.
  - Fire a single Primary Weapon and move an extra D6” (as per the 
  Fleet rule).
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet rule).
  **** The Heat lance sends a concentrated melta blast into its target via a
   magnetic field that dissipates quickly with range.   Target vehicles  suffer a +2
   modifier to relevent vehicle damage chart rolls.
  * To fire the Phantom Sonic Lance place the Hellstorm template so that the narrow
   end is within 60” of the weapon and the large end is no closer to the weapon than
   the narrow end.  The Phantom Sonic Lance is then treated like any other template
   weapon for determining hits.  Models hit are wounded on a 2+ regardless of their
   toughness.  Against vehicles the Lance rolls 3D6 for armor penetration.
  **The Distortion Cannon uses the Eldar’s advanced knowledge of Warp technology
  to unleash a miniature sphere of Warp energy onto the battlefield, tearing apart its
  targets.  The Distortion Cannon always inflicts instant death on the victim (regardless
  of its Toughness value).  A Distortion Cannon may ignore defensive field or shields,
  such as Void Shields and Ork Powerfields. 
  Phantom titans are very different than the machine constructs of
  other races.  They move with a grace and speed that is seemingly 
  impossible for a vehicle of their size.  Phantoms are crewed by the
  rare and unusual Eldar titan clansmen who are raised from birth 
  with their charges.  Often crewed by twins or even rarer triplets, the
  titan clansmen form a single mental consciousness with their 
  ancestors whose spirits are interred within the Phantom’s 
  wraithbone core. 
  In this manner, the Phantoms move with perfect grace, and operate with
  the reflexes of a living thing, as opposed to the lumpen movements of the
  other races machines.  Armed with the most deadly weaponry their
  craftworlds can provide and protected behind a veil of holofields Phantoms
  are masters of the battlefield.  Each is a formidable threat, even to the
  Warlord titans of the          Imperium.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      12             12           11      2     2
  Model by Matt Plonski
  
  34
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  WARLOCK TITAN
  POINTS: 2250
  WEAPON                               RANGE     STR     AP     SPECIAL
  Phantom Pulsar                       96”               D          2        Heavy 3,  5” blast
   
   
   
   
   
           Destroyer, Primary Weapon  
  Phantom Sonic Lance*    Hellstorm          X          2        Heavy 1,   Primary Weapon
   
   
   
   
   
           Pinning 
  Distortion Cannon** 
  G48”              D          2       Ordnance 1,  10“ blast
   
   
   
   
   
          Destroyer,  Primary Weapon
  Psychic Lance***  
    48”               n/a     n/a     Heavy 1,  10“ blast
   
   
   
   
   
          Primary Weapon
  Heat Lance**** 
   
    72”                D         1       Ordinance 1,  7” Blast
   
   
   
   
   
          Destroyer, Primary Weapon
  Phantom
  Missile Launcher                         48 “              5           3       Heavy 6
  Phantom
  Prism Cannon                               60 “              10         1       Heavy 2,  5” blast 
  UNIT: 1 Warlock Titan
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 7
  WEAPONS AND EQUIPMENT: 
  2 arm weapons from the following list:
  - Phantom Pulsar;
  - Phantom Sonic Lance;
  - Distortion Cannon;
  - Heat Lance;
  - Psychic Lance
  - Titan close combat weapon
  2 wing-mounted weapons:
  - 1 Phantom Missile Launcher;
  - 1 Phantom Prism Cannon
  Phantom Missile
  Launcher
  Phantom 
  Prism Cannon
  Psychic Lance
  Phantom
  Pulsar
  Size Comparison
  Crew 
  Compartment
  Wing Holofield
  Generators
  SPECIAL RULES:
  �Eldar Titan Holofields
  �Spirit Stone: The titan ignores Driver Stunned critical results on a D6 roll
   of 4+, and may always fire one weapon per turn that would normally be
   subject to a Gun-Crew Stunned restriction. 
  �Agile: In the shooting phase the Warlock may divert some of the energy
   from its primary weapons towards its legs so it can choose to either:
  - Fire all available weapons as normal.
  - Fire a single Primary Weapon and move an extra D6” (as per the 
  Fleet of Foot rule).
  - Fire no weapons at all and move an extra 2D6” (as per the Fleet of
   Foot rule).
  �Infinity Circuit: The Warlock’s wraithbone core contains the spirits of many
  Farseers and Warlocks.  It possesses a potent psychic foresight and presence. 
  the following rules apply:
  - Foresight: The Warlock may reroll misses.
  - Psychic Beacon:   While the Warlock is in play;  friendly Eldar psychic, and 
  wraithsight tests are passed automatically.
  *** If a hit is scored, determine the position of the marker.  Models hit suffer
  Instant Death on a 4+, ignoring armor and cover saves (Invulnerable saves 
  apply).  Vehicles hit suffer a single penetrating hit (ignoring defensive fields
  of any type and auto-glance abilities such as smoke, hull-down, fast-moving
   skimmers, etc.)  
  **** The Heat lance sends a concentrated melta blast into its target via a
   magnetic field that dissipates quickly with range.   Target vehicles  suffer a +2
   modifier to relevent vehicle damage chart rolls.
  * To fire the Phantom Sonic Lance place the Hellstorm template so that the narrow
   end is within 60” of the weapon and the large end is no closer to the weapon than
   the narrow end.  The Phantom Sonic Lance is then treated like any other template
   weapon for determining hits.  Models hit are wounded on a 2+ regardless of their
   toughness.  Against vehicles the Lance rolls 3D6 for armor penetration.
  **The Distortion Cannon uses the Eldar’s advanced knowledge of Warp technology
  to unleash a miniature sphere of Warp energy onto the battlefield, tearing apart its
  targets.  The Distortion Cannon always inflicts instant death on the victim (regardless
  of its Toughness value).  A Distortion Cannon may ignore defensive field or shields,
  such as Void Shields and Ork Powerfields.
  Warlock titans are the apex of Eldar psychic engineering.  Focusing
  the power of the many farseers and warlocks interred within their
  wraithbone core, Warlock titans can harness horrific psychic power.
  They are a more potent variant of the Phantom class and move with a
  grace, speed and fore-knowledge that is seemingly impossible for a
  vehicle of their size. Warlocks are crewed by the rare and unusual Eldar
  titan clansmen. Often twins or even rarer triplets, the titan clansmen
  form a single mental consciousness with the spirits within the titan’s
  wraithbone core. 
  In this manner, the Warlocks move with perfect grace and operate with
  the reflexes of a living thing as opposed to the lumpen movements of the
  other races machines.  Armed with the most deadly weaponry their
  craftworlds can provide, including the dreaded mind-scrubbing psychic
  lance, and protected behind            a veil of             holofields, Warlocks are
  masters of the battlefield.                Each is a            terrible foe, equal to the
  Warlord titans of the                                                       Imperium.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   3        4      10      12             12           11      2     2
  Model by Matt Plonski
  
  35
  Lords	of	Battle
  "Dey sez we wuz made by da Brainboys.  
  They made us tuff to take a bruisin an come 
  back for more.  They made us sharp ta 
  makes whats we needs. But first dey made us 
  strong to krump dem who stand in da way."
  -Warboss Big Nubz, 2nd War of Armageddon, at the final assault 
  of Hellsreach Hive.G
  THE ORKS
  
  36
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  DIGGA STOMPA
  POINTS: 300
  WEAPON                               RANGE     STR     AP     SPECIAL
  Boomgun  
      
         36“                8         3        Ordnance 1,   7” Blast
   
   
   
   
   
          
  Mega Slugga                                48“               6          4        Heavy 3D6,
  Dreadnought CCW                   n/a              n/a      n/a     +2 Attacks 
  Big Shoota                                     36”                5          5        Assault 3
  UNIT: 1 Digga Stompa
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 2
  WEAPONS AND EQUIPMENT: 
  2 arm weapons from the following list:
  - Boomgun;
  - Mega Slugga;
  - Dreadnought close 
     combat weapon
  1 hull-mounted BigShoota
  Boomgun
  Dreadnought
  CCW
  Big Shoota
  Firing Port
  Size Comparison
  Bridge
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   4        2      10      13             11           10      1      1
  Armour 
  Plates
  The Digga Stompa is the smallest member of the Stompa/Gargant family.
  At some point, a Mek will tire of his Deff Dreds and Killa Kanz and move 
  on to larger projects.  The Digga Stompa is usually the first project made by
  these ingenuitive Meks as they “learn the trade” or just have to make due
  with limited resources.
   Organized into Stompa Mobs and thrown at enemy lines, Digga Stompas
  are considered a weedy but always appreciated shock assault platform.  
  The Digga Stompa is a tough machine.  While not equal to their larger
  cousins, they can be quite dangerous in larger mobs.  They are equipped
  with medium armour, but no Power Fields as these are scavenged or
  looted by more affluent Big Meks for use on the larger Ork machines.
  Diggas have been spotted in a variety of “Gork and Mork” configurations
  ranging from pure fire support platforms, to raging assault vehicles.  
  Imperial officers consider the Digga Stompa to be a crude yet equitable
  threat to a Space Marine Land Raider.
  SPECIAL RULES:
  �Supacharga: Digga Stompas are large enough to mount
  large powerplants, yet light enough to move quickly compared
  to their larger Stompa and Gargant cousins.  In the shooting
  phase  the Stompa may choose to either:
  - Fire all available weapons as normal.
  - Fire no weapons at all and move an extra D6” (as per the Fleet
   rule).
  
  37
  Lords	of	Battle
  DIGGA MOB
  POINTS: 150+ MODELS
  MOB KAPTIN
  DIGGA STOMPA
  DIGGA STOMPA
  DIGGA STOMPA
  DIGGA STOMPA
  The Digga Stompa is the smallest member of the Stompa/Gargant family.
  At some point, a Mek will tire of his Deff Dreds and Killa Kanz and move 
  on to larger projects.  The Digga Stompa is usually the first project made by
  these ingenuitive Meks as they “learn the trade” or just have to make due
  with limited resources.
   Organized into Digga Mobs and thrown at enemy lines, Digga Stompas
  are considered a weedy but always appreciated shock assault platform.  
  FORMATION:
  1 Mob Kaptin
  2-4 Digga Stompas
  SPECIAL RULES:
  Mob Kaptin: The Digga Mob is led by its Mob Kaptin.  This
  unit is  WS:5, +1A
  Frenzied: All members of the Digga Mob ignore Driver Stunned
  critical results, and must charge the closest enemy unit in assault
  range if possible.
  Strike Force: The formation must all be deployed within 18” of the Mob
  Kaptin, or if coming on from reserve, they must enter the table within 18”
  of the point entered by the Mob Kaptin.
  During Waaaghs, warbosses will gather all the Digga Stompas in the
  area into mobs and send them careening merrily into the enemy.    Under 
  a cloud of oily smoke and dust, the Digga mob will steadily advance 
  under the watchful eye of the Mob Kaptin, the most experienced Digga
  driver.  With cannons belching, giant chainsaws buzzing,  and the ground
  itself thundering under the digga’s approach, the mob will press forward. 
  Frenzied under the Waaagh’s influence, a digga Mob is a potent force, able
  to shrug off all but the most extreme damage as they clamor into the
  enemy lines.
   
  
  38
  www.belloflostsouls.blogspot.com
  SLASHA GARGANT
  POINTS: 1500
  WEAPON                               RANGE     STR     AP     SPECIAL
  Mega Kannon 
                        60”              10         2       Ordnance 1,  10“ Blast
   
   
   
   
   
          Primary Weapon 
  Supa Lifta Dropa*  
    48“             n/a      n/a      Heavy 1,   Primary Weapon
   
   
   
   
   
          
  Supashoota                                   48“               8          3        Heavy 6d6,  Primary Weapon
  Mega Skorcha**                   Hellstorm         6          4        Heavy 1,  Pinning 
  Gaze of Mork***                          60”              2d6      2        Heavy 3
  UNIT: 1 Slasha Gargant
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 7
  POWER FIELDS: 6
  TRANSPORT: 30 (Big Mek occupants may not affect SGs)
  ACCESS POINTS: One rear hatch
  FIRE POINTS: 4 on the hull (1 is rear facing)
  WEAPONS AND EQUIPMENT: 
  1 Mega Kannon belly cannon
  1 Gaze of Mork
  2 arm weapons from the following list:
  - Supa Lifta Dropa;
  - Supashoota;
  - Titan close combat weapon
  -  Mega Skorcha;
  Mega Kannon
  Titan CCW
  Gaze of Mork
  Supashoota
  Size
  Comparison
  Bridge
  SPECIAL RULES:
  �Effigy: A roaring avatar of Mork (or Gork); all ork mobs within 18” are Fearless
  �Mountain of Iron: Slasha Gargants are Immune to Driver stunned critical results,
  and treat all Stomp attacks as Destroyer hits.
  �Towering Inferno: Once crippled, a Slasha Gargant will tend to erupt in great
  gouts of flame, careening out of control as internal fires tear it apart from within. 
  Catastrophic Damage Table “Wrecked” results instead move the Gargant ahead
  2d6”.  All normal movement rules apply.  It is no longer scoring, may not fire any
  weapons or change its facing.  Roll again on the Catastrophic Damage Table at the
  start of each ork turn until the Slasha Gargant explodes or leaves the table. 
  *Supa Lifta-dropa; To fire the Supa Lifta Dropa, select an enemy vehicle (not a flyer or super-
  heavy) as a target.  If the target is in range, it is lifted by the weapon’s tractor beam.  Roll a
  scatter die.  If a hit is rolled, the vehicle is dropped on the spot, suffering d3 Penetrating hits. 
  If an arrow is rolled, the vehicle can be dropped anywhere within 24” of its starting point
  along the line of the arrow, still suffering d3 Penetrating hits.  It cannot be dropped on flyers.
  If it is dropped onto non-vehicle units they each take 2d6 wounds.   If it is dropped onto
  another vehicle then both take d3 penetrating hits.  The models that are under the dropped
  vehicle are moved aside, as if they were tank-shocked by the vehicle (except for super-heavy
  vehicles and gargantuan creatures, which are not moved - instead assume they have
  tank-shocked the dropped vehicle), and the dropped vehicle is always turned to face the
  same direction as the arrow.  If the model is dropped in impassible terrain it is destroyed. 
  When resolving the fire of a Supa Lifta Dropa, ignore Power fields and Void shields.       
  ** To fire the Mega Skorcha place the Hellstorm template so that the narrow
  end is within 18” of the weapon and the large end is no closer to the weapon 
  than the narrow end.  The Mega Scorcha is then treated like any other template
   weapon for determining hits. 
  *** Roll to determine the Gaze of Mork’s Strength every time you fire it.  A roll
  of 11 or 12 is treated as Destroyer.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   4        2      10      14             13           12      1      2
  Slasha Gargants are huge walking war machines protected within powerful
  force fields and mounting massive weapons of awesome destructive
  power.  They are one of the Orks largest fighting machines.  Organized into
  Gargant Mobs, they are used to spearhead massive assaults during  large
  Ork Waaaghs.  Each Waaagh of large size will have several Slasha Gargants
  available to its Warboss which were spontaneously constructed during the
  preceding  months by the mekboys in the surrounding region.
  The Imperium  considers the building of Slasha Gargants to be an early
  indicator if an upcoming Ork Waaagh, and their construction is
  monitored regularly.  They are medium battle titans., larger than the
  smaller Stompas, but smaller than the mighty Great Gargants.  Each is
  crewed by large numbers of Nobs, gunnerz, and boys under the
  command of a Kaptain.  The Slasha’s maze like interior will house several
  of Grot Rigger Teams under the command of Mek-boys whose job is to
  keep the war machine running and to perform battlefield repairs once
   the enemy is engaged.
  
  39
  Lords	of	Battle
  GREAT GARGANT
  POINTS: 2500
  WEAPON                               RANGE     STR     AP     SPECIAL
  Gut-busta (select a single shot each turn) 
          Integrated Weapon 
  -Airburst shot 
                        60”               6          3        Apocalypse Barrage (10)
   
   
   
   
   
          
  -Solid shot*  
                        60”               D         2        Ordnance 1,  5” Blast
   
   
   
   
   
          Destroyer 
  -Chain shot** 
                        60”               9          3        Ordnance 1,   7” Blast
   
   
   
   
   
          
  Supa Lifta Dropa*** 
    48“             n/a      n/a      Heavy 1,   Primary Weapon
   
   
   
   
   
          
  Supashoota                                   48“               8          3        Heavy 6d6,  Primary Weapon
  Mega Skorcha****              Hellstorm         6          4        Heavy 1,  Pinning 
  Gaze of Mork*****                      60”              2d6      2        Heavy 3
  Integrated Weapon: Any weapon listed is immune to gun-crew shaken and
  weapon destroyed critical results
  UNIT: 1 Great Gargant
  TYPE: Super-heavy walker
  STRUCTURE POINTS: 10
  POWER FIELDS: 7+d3
  TRANSPORT: 40 (Big Meks may not affect GGs)
  ACCESS POINTS: One rear hatch
  FIRE POINTS: 6 on the hull (2 are rear facing)
  WEAPONS AND EQUIPMENT: 
  1 Gut-busta belly cannon
  1 Gaze of Mork
  2 arm weapons from the following list:
  - Supa Lifta Dropa;
  - Supashoota;
  - Titan close combat weapon
  2  shoulder weapons from the following list:
  -  Mega Skorcha;
  -  Observation Platform;
  Supa
  Lifta Dropa
  Gut-busta
  Supashoota
  Gaze of Mork
  Mega Skorcha
  Size
  Comparison
  Bridge
  Observation
  Platform
  Chain shot
  SPECIAL RULES:
  �Effigy: A roaring avatar of Mork (or Gork); all ork mobs within 18” are Fearless
  �Observation Platform:  Commanded by a Nob spotter.  The Great Gargant
  counts as BS:3.  The Observation Platform is treated as a single destroyable
   weapon for damage purposes.
  �Mountain of Iron: Great Gargants are Immune to Driver stunned critical results,
  and treat all Stomp attacks as Destroyer hits.
  �Towering Inferno: Once crippled, a Great Gargant will tend to erupt in great
  gouts of flame, careening out of control as internal fires tear it apart from within. 
  Catastrophic Damage Table “Wrecked” results instead move the Gargant ahead
  2d6”.  All normal movement rules apply.  It is no longer scoring, may not fire any
  weapons or change its facing.  Roll again on the Catastrophic Damage Table at the
  start of each ork turn until the Great Gargant explodes or leaves the table. 
  * To fire the Solid Shot place the template anywhere within range and LoS  and roll for
  scatter.  The solid shot will then skid forward from it’s landing point directly away from the
  Great Gargant 3d6”.  Any model under its skid path will suffer a hit.  Any units with Power
  Fields or Void Shields will additionally have them ALL downed if struck by the Solid shot.
  ** To fire the Chain Shot place the template and roll 2d6” for scatter.  Any Super-heavy walker
  with its legs in LoS under the template will immediately be immobilized,  in addition to the
  standard damage.   Fields protect against the Chain shot round’s immobilization effect.
  ***Supa Lifta-dropa; To fire the Supa Lifta Dropa, select an enemy vehicle (not a flyer or super-
  heavy) as a target.  If the target is in range, it is lifted by the weapon’s tractor beam.  Roll a
  scatter die.  If a hit is rolled, the vehicle is dropped on the spot, suffering d3 Penetrating hits.    
  If an arrow is rolled, the vehicle can be dropped anywhere within 24” of its starting
  point along the line of the arrow, still suffering d3 Penetrating hits.  It cannot be
  dropped on flyers.   If it is dropped onto non-vehicle units they each take 2d6
  wounds.   If it is dropped onto another vehicle then both take d3 penetrating hits.
  The models that are under the dropped vehicle are moved aside, as if they were
  tank-shocked by the vehicle (except for super-heavy vehicles and gargantuan 
  creatures, which are not moved - instead assume they have tank-shocked the
  dropped vehicle), and the dropped vehicle is always turned to face the same
  direction as the arrow.  If the model is dropped in impassible terrain it is destroyed. 
  When resolving the fire of a Supa Lifta Dropa, ignore Power fields and Void shields.    
  **** To fire the Mega Skorcha place the Hellstorm template so that the narrow
  end is within 18” of the weapon and the large end is no closer to the weapon 
  than the narrow end.  The Mega Scorcha is then treated like any other template
   weapon for determining hits. 
  ***** Roll to determine the Gaze of Mork’s Strength every time you fire it.  A roll
  of 11 or 12 is treated as Destroyer.
   
   
  ARMOUR
  WS    BS     S    FRONT     SIDE     REAR    I      A
   4        2      10      14             13           12      1      2
  Great Gargants are huge walking war machines protected within powerful
  force fields and mounting massive weapons of awesome destructive
  power.  They are the Orks greatest fighting machines.  Organized into
  Gargant Mobs, they are used to spearhead massive assaults during  large
  Ork Waaaghs.  Each Waaagh of large size will have several Great Gargants
  available to its Warboss which were spontaneously constructed during the
  preceding  months by the mekboys in the surrounding region.
  The Imperium  considers the building of Great Gargants to be a prime 
  indicator if an impending Ork Waaagh, and their construction is
  monitored closely.  They are heavy battle titans., dwarfing the smaller
  Stompas.  Each Great Gargant is crewed by huge numbers of Nobs, 
  gunnerz, and boys under the command of a Kaptain.  Its maze like
  interior will house dozens of Grot Rigger Teams under the command of
  Mek-boys whose job is to keep the war machine running and to perform
  battlefield repairs once the enemy is engaged.
  
  40
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  GIBLETGRINDA
  POINTS: 600
  WEAPON                               RANGE     STR     AP     SPECIAL
  Gibletgrinda Blunderbuss    48“               9          2       Apocalypse barrage (d6)
   
   
   
   
   
   
  Primary weapon
   
   
   
   
   
          
  Gaze of Mork*                              60“              2d6      2        Heavy 3
  Kannon (frag) 
                           36”                4          5        Heavy 1, blast
  Kannon (shell)                             36”                8          3        Heavy 1
  Supa-rokkit**                       unlimited          8          3        Heavy 1, one-shot
  UNIT: 1 Gibletgrinda
  TYPE: Super-heavy tank
  STRUCTURE POINTS: 4
  TRANSPORT: 25
  ACCESS POINTS: One assault ramp
  per side
  WEAPONS AND EQUIPMENT: 
  1 Hull mounted Gibletgrinda
   blunderbuss;
  2 Gaze of Morks;
  1 Deff-rolla
  2 Assault Ramps 
     
  Gibletgrinda
  Blunderbuss
  Gaze of Mork
  Gaze of Mork
  Size Comparison
  Bridge
  Deff-rolla
   
  ARMOUR
  BS    FRONT     SIDE     REAR
    2        14             14           12 
  Assault Ramps
  (one per side)
  The Gibetgrinda is among the very largest of Ork tracked vehicles.  
  Dwarfing even the mighty Dethrolla and Skullhamma battlefortresses,
  Gibletgrindas are monstrous endeavors, and only the most  successful
  Warbosses can afford them.  They are rare as most warbosses and
  big-meks will instead choose to build Stompas and Gargants for vehicles
  in this size range.  Still, there are those eccentric orks who want the 
  biggest, meanest tracked assault vehicle that can be built, and the
  Gibletgrinda is right up their alley.  
  Like all monumental Ork vehicles, there is no standardized layout and
  construction plans for Gibletgrindas, but they all share a few basic 
  features.  The first is immense size, with the standard Gibletgrinda being 
  outclassed only by the medium to full sized Gargants.  Secondly,  mekboys
  will mount the largest centerlined weapon high atop the hull as possible.
  These collossal cannon are termed  blunderbusses and  shower a large
   (if irregular) area with lethal man-sized chunks of shrapnel.  High speed,
  an array of secondary weapons, the hallmark deff-rolla, and a large 
  transport deck round out the arsenal of these most imposing of Ork
  tracked monsters. Gibletgrindas are extrordinarily difficult to bring down,
  and are luckily for the Imperium rare. 
  SPECIAL RULES:
  ��������������: the Gibletgrinda may move 12” per turn.
  -
  OPTIONS:
  ��������������������������������������������������������
  - 0-2 Supa-rokkits for +15 points each.
  - 0-1 Kannon for +5 points.
  - Grot-riggas for +20 points.
  * Roll to determine the Gaze of Mork’s Strength every time it
  fires.  Roll for each gun seperately.  A roll of 11 or 12 is treated
  as a Destroyer.
  ** A Supa-rokkit is a grot-guided weapon that hits on a result
  of 2+.  It can only be fired once per game.
  Model by Bulwark
  
  41
  Lords	of	Battle
  WIERDBOY BATTLE TOWER
  POINTS: 200+OCCUPANTS
  WEAPON                               RANGE     STR     AP     SPECIAL
  Bigshoota 
                           36”                5          4        Heavy 3
  OPTIONS:
  ����������������������������������������������������������
  ����������
  ����������������������������
  �������������������������������
  �������������������������������
  SPECIAL RULES:
  ��������������������������������������������������������
  ���������������������������������������������������������������
  �������������������������������������������
  UNIT: ����������������
  TYPE: ��������������
  TRANSPORT: ��������������������������������
  WEAPONS AND EQUIPMENT: 
  ������������������������
     
  Bigshoota
  ���������������
  �����
  ���������
  ��������
  �����������
   
  ARMOUR
  BS    FRONT     SIDE     REAR
  ������������������������������������������
  ��������������
  �������������
  Ork weirdboyz are the psykers of their race.  They are unique amongst
  psychers in that they absorb the latent psychic power from the Orks
  around them and channel it in myriad forms.  They are also not fully
  in control of this process and manifest wildly unpredictable powers.
  The weirdboys are shunned by ork society and usually live alone,
  in an isolated location wearing brightly colored clothing festooned
  with bells to alert other Orks of their danger.  
  The  only measure of control wierdboys have is to ground thier powers
  through the use of a large copper staff.  In battle sneaky warbosses will
  force wierdboys forward with a set of “minderz”, point him at the enemy ,
    take away his staff, and stand back.
        The Wierdboy Battle Tower takes that simple plan to the next level.  In
          the largest of waaagh’s, wierdboys are locked up in a high copper 
            tower atop a battlewagon, and driven towards the enemy lines.  At
            the proper time, the tower is ungrounded, and the unstable powers
             of the surrounding waaagh are unleashed with unpredicatble
              results across the battlefield.
  �����
  ���������
  ��������
  1:  'EadBang�������������������������������������������������������������
  ���������������������������������������������������������������������������
  ����������������������������������������������������������������������������
  2:  Frazzle�����������������������������������������������������������������
  �����������������������������������������������������������������������������������
  ����������������������������������������������������
  3:  Zzap���������������������������������������������������������
  ����������������������������������������������������������������������
  ������������������������������������������������������
  ����������������������������
  4:  Warpath��������������������������������������������������������������
  �������������������������������������������������������������������������������
  5:  'Ere We Go�������������������������������������������������������������
  ���������������������������������������������������������������������������������
  ��������������������������
  6 : Waaagh! ��������������������������������������������������������������
  ����������������������������������������������������������������������������������
  ��������������������������
  
  42
  www.belloflostsouls.blogspot.com
  MODELING LORDS of BATTLE
  Mighty	warmachines	and	monstrosities	offer	an	exciting	modeling	and	painting	
  opportunities	to	a	Warhammer	40k	player.	From	ancient	Imperial,	Tyranid,	and	
  Chaos	kits	to	scratchbuilt	Ork	vehicles,	you	are	guaranteed	to	end	up	with	a	
  beautiful,	unique	collection	of	army	centerpieces.
  Deathstrike	
  Launcher:
  Model by
  Jeff Vaughan
  Slasha	
  Gargant:
  Model by
  Bulwark
  Leviathan	
  Regimental	HQ:
  Model by
  Georg Heindl
  Knight	
  Paladin:
  Model by
  Laurent “Bigdaddy”
  
  43
  Lords	of	Battle
  "They are nature itself.  Perfected and 
  complete, with no goal save existance.  
  Victory you say?  You had might as well 
  wage war on the heavens themselves."
  -Last words of the Heretic-Astropath Paulos Reilly, formerly 
  of the Ordo Xenos. 
  X
  THE TYRANIDS
  
  44
  www.belloflostsouls.blogspot.com
  DACTYLIS
  POINTS: 325
  WEAPON                               RANGE     STR     AP     SPECIAL
  Dactylis Bile-pods    
         G72“          8         3        Apocalypse barrage (4)
  UNIT: 1 Dactylis
  TYPE: Gargantuan Creature
  WEAPONS AND EQUIPMENT: 
  1 Bile-pod launcher
  Spore Cysts
  Bile-pods
  Size Comparison
  Chitinous
  Armor
  WS    BS     S       T       W      I      A      LD       SV
   3        3      10     7       5      2      2       10        3
  Pseudopod
  Armored Horn
  The Dactylis is a specialized  Tyranid gargantuan creatures bred expressly
   for the purpose of  bombarding a foe from long range while other Tyranid
  creatures close in to attack in assualt.  The forelimbs seen on other tyranid
  creatures are covered in thick ropes of muscle which hold them curved
  back in a state of tension.  The Dactylis can grab an object and hurl it
  forward with eye-blurring speed; directing it towards a distant target
  with incredible accuracy. TheDactylis’s chitin shell is also home to a
  multitude of spore cysts, which exhude a corrosive mist dangerous to
  nearby creatures.
  The Dactylis serves as the host organism to a parasitic pod-like creature
  that grows in sacs along it upper flanks.  these highly corroisve bile-filled
  pods are detached by the Dactylis in battle and thrown deep into enemy
  ranke where they explode on impact.  Their caustic innards are spread
  over wide area, burning away enemy infantry and vehicles.
  Enemies will often attempt to close quickly with a Dactylis in the
  hope of killing it in hand-to-hand  with specialist troops rather that
  expose their army to its sustained barrage.
  Hyper-muscular
  Forearms
  SPECIAL RULES:
  �Lumbering: The creature is not designed for high speed,  but advances slowly and
  steadily on its single pseudopod.  It counts as stationary for purposes of firing its
  weapons, but may only move 0-6 “ per turn.
  �Spore Cysts: The Dactylis’s cysts releases clouds of corrosive spores. The spores will 
  hit any model in base contact during the Assault phase,  and strike at an Initiative of
  1.  They hit automatically and always wound on a roll of 4+(they cannot affect vehicles).
  Spore Cysts
  
  45
  Lords	of	Battle
  EXOCRINE
  POINTS: 350
  WEAPON                               RANGE     STR     AP     SPECIAL
  Exocrine Bio-cannon    
         48“             10         3        Assault 6
  UNIT: 1 Exocrine
  TYPE: Gargantuan Creature
  WEAPONS AND EQUIPMENT: 
  1 Biocannon
  Spore Cysts
  Bio-cannon
  Size Comparison
  Chitinous
  Armor
  WS    BS     S       T       W      I      A      LD       SV
   4        3      10     7       5      2      2       10        3
  Pseudopod
  Mandibles
  The Exocrine is the most specialized of Tyranid gargantuan creatures.
  It has been bred expressly for the purpose of  strking at a foe from long
  range while other Tyranid creatures close in to attack in assualt.  The fore-
  limbs seen on other tyranid creatures have completely fused together and
  expanded considerably to form the creature’s bio-cannon.  
  The bio-cannon fires a high-velocity chitin shell that penetrate even 
  titan armor  with shocking ease.  The shells are simple but deadly.  Their
  high velocity results in a deadly shrapnel cloud around their impact point
  which can fell even the stongest infantry.
  The Exocrine’s chitin shell is also home to a multitude of spore cysts, 
  which exhude a corrosive mist dangerous to nearby creatures.  These
  simple minded creatures are easily confused when operating outside the
  influence of the Hive Mind.  Their simple instincts will take over when
  isolated and an exocrine will often nest in a safe area, blazing away at
  any threats within range.  
  Enemies will often attempt to close quickly with an exocrene in the
  hope of killing it in hand-to-hand  with specialist troops rather that
  expose their army to its sustained fire.
  Reinforced
  exo-skeleton
  SPECIAL RULES:
  �Lumbering: The creature is not designed for high speed,  but advances slowly and
  steadily on its single pseudopod.  It counts as stationary for purposes of firing its
  weapons, but may only move 0-6 “ per turn.
  �Spore Cysts: The Exocrine’s cysts releases clouds of corrosive spores. The spores will 
  hit any model in base contact during the Assault phase,  and strike at an Initiative of
  1.  They hit automatically and always wound on a roll of 4+(they cannot affect vehicles).
  Spore Cysts
  
  46
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  HARUSPEX
  POINTS: 325
  WEAPON                               RANGE     STR     AP     SPECIAL
  Bio-acid spray     
        Template       6          3        Assault 1
  Haruspex Frag Spines             18“             5          4        Ordnance 1
   
   
   
   
   
                        7” blast
  UNIT: 1 Haruspex
  TYPE: Gargantuan Creature
  WEAPONS AND EQUIPMENT: 
  Bio-acid spray
  1 Frag spines
  Frag Spines
  Bio-acid Spray
  Size Comparison
  WS    BS     S       T       W      I      A      LD       SV
   4        3      10     7       5      2      4       10        3
  Pseudopod
  Grasping
  Forearms
  Mandibles
  The Haruspex is a large Tyranid assault organism.  They are bred to
  quickly close with the enemy and destroy them in frenzied assault.
  The Haurspex posessed large piercing forearms and sizable mandibles
  easily capable of overturning and crushing even superheavy vehicles.
  Infantry are dispatched with contemtuous ease.  These forearms are
  lined with explosive bio-frag spines which can be fired in deadly groups
  a short distance away through muscle spasms. 
  A Haruspex is also host to a symbiote creature which  secretes and stores 
  a molecular bio-acid which can be sprayed a short distance away.  This
  acid is potent enough to melt away  armourplas and ceramite with ease.
  Haruspex’s primary function within the hivemind is to assault fortified
  positions and overwhelm them with brute force.  Any targets which cannot
  be easily crushed will be weaked with the bio-acid spray before being 
  pulled apart.   They possess a rudimentary nervous system, making them
  notoriously hard to kill.
  Enemies will often attempt to prioritize the destruction of Haruspex’s
  from a safe distance.  If one reaches enemy lines and launches into assault
  the enemy position is doomed.
  Chitinous
  Armor
  Reinforced
  exo-skeleton
  
  47
  Lords	of	Battle
  MALEFACTOR
  POINTS: 400
  WEAPON                               RANGE     STR     AP     SPECIAL
  Malefactor Frag Spines           18“             5           4        Ordnance 1
   
   
   
   
   
                  7” blast
  UNIT: 1 Malefactor
  TYPE: Gargantuan Creature
  TRANSPORT: 14 wounds of non-monstrous or
  gargantuan Tyranid models
  ACCESS POINTS: 2 rear sphincters
  (Occupants may assault when disembarking) 
  WEAPONS AND EQUIPMENT: 
  1 Frag Spines
  Spore Cysts
  Frag Spines
  Spore Cysts
  Size Comparison
  Transport
  Sphincter
  WS    BS     S       T       W      I      A      LD       SV
   4        3      10     7       5      2      4       10        2
  Pseudopod
  Grasping
  Forearms
  The Malefactor is a large Tyranid assault organism.  They are commonly
  called Linebreakers by Imperial troops, due to their terrifying frontal
  assaults on defensive positions.  Their forearms are grossly exaggerated
  and powerful.  Used to drag the Malefactor forward over any obstacle,
  the forearms are just as deadly when lashing out in assault, crushing
  both man and vehicle alike.
  The forearms are lined with explosive bio-frag spines which can be fired
  in deadly groups a short distance away through muscle spasms.  The
  Malefactor’s chitin shell is also home to a multitude of spore cysts, which
  exhude a corrosive mist dangerous to nearby creatures  
  A Malefactor’s primary function withinthe hivemind is to safely transport
  smaller broods to the enemy  in safely.  Two large sphinctors at the rear
  of the carapace lead to transport sacs which will house the lessor
  Tyranid creatures during thier journey across the battlefield.  
  Enemies will often attempt to prioritize the destruction of Malefactors
  from a safe distance.  If one reaches enemy lines and launches into assault
  supported by its occupants (particularly genestealers), the enemy 
  position is doomed.
  Chitinous
  Armor
  Reinforced
  exo-skeleton
  SPECIAL RULES:
  �Spore Cysts: The Malefactor’s cysts releases clouds of corrosive spores. 
  The spores will hit any model in base contact during the Assault phase, 
  and strike at an Initiative of 1.  They hit automatically and always wound
  on a roll of 4+(they cannot affect vehicles).
  
  48
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  DOMINATRIX
  POINTS: 1750
  WEAPON                               RANGE     STR     AP     SPECIAL
  Dominatrix Bio-cannon          60“             10          2       Assault 8
  Energy Pulse* 
     
   Hellstorm      10          2       Heavy 1
  UNIT: 1 Dominatrix
  TYPE: Gargantuan Creature
  WEAPONS AND EQUIPMENT: 
  - 1 Bio-cannon
  - Spore cloud
  - Scything talons (included in profile)
  - Lash Whip
  - Regenerate
  - Toxic Miasma 
  Bio-cannon
  Scything Talons
  Size Comparison
  Spore Cloud
  Ducts
  WS    BS     S       T       W      I      A      LD       SV
   6        4      10     8      10      3     8       10        2
  Lethifeous
  Vapor
  Chimneys
  Dominatrix
  “Riding Beast”
  The Dominatrix is a composite creature of nightmarish dimensions.  
  Eyewitnesses unfortunate enough to have survived an encounter with
  one describe an overwhelming wave of horror and revulsion upon
  laying eyes on its form.  The bulk of the Dominatrix is a gargantuan
  bestial creature equipped with scyting talons, a toxic miasma, lash
  whips and myriad other fangs, spines and symbiotic weapons.    
  Mounted atop the beast’s back and intermeshed via a thick netting of
  arteries, sinew, hooks and spines, sits a second creature.  This “rider” is
  a form of tyranid as far advanced above Hive Tyrants as they are above
  the sphinctor portals onboard bio-ships.  Neither creature by itself is a
  Dominatrix. Both are combined to provide the bestial strength and
  power of the most savage Tyranid creatures, fused with the awesome 
  psychic power of the Hive       Mind. 
  Mechanicus Magos Biologos research indicates a Dominatrix is the brood-
  mother of the swarm she leads.  It is she who ingests the raw DNA and
  genetic material from a swarm’s attacks, and within her body, fashions
  new improved killing machines hatched in a series of eggs several days
  later.  As a swarm grows larger and larger, the psychic power manifested in
   it’s Dominatrix  becomes greater.  These are the most powerful single
  elements of the Hive Mind discovered so far.  The oldest Dominatrixs have 
  been reported to manifest powerful psychic abilities both offensive and
  defensive in nature of levels unseen on the battlefield.
  Chitinous
  Armor
  Symbiote
  “Rider”
  SPECIAL RULES:
  �Synapse (with a 48” range of synapse control)
  �Spore Cloud: The Dominatrix releases clouds of corrosive spores.  The
  spores will hit any model in base contact during the Assault phase, and
  strike at an Initiative of 1.  They hit automatically and always wound on
  a roll of 4+(they cannot affect vehicles).
  �Hive Mind: The Dominatrix is the brood mother of it’s entire hive.  It
  possesses immense psychic power any may use two of these powers
  automatically per turn.  They cannot be cancelled with a psychic hood.
  - Energy Pulse*:  Place the Hellstorm template wholly within line of sight
  and within 96”.  The Energy Pulse is then treated like any other template
  weapon.
  - Warp Shield:  This acts exactly as Eldar Titan Holo-fields.
  - The Terror: All enemy units within 48” lose the effects of: Fearless,  Stubborn
   and And They Shall Know No Fear until the start of the next  Dominatrix
   turn.  Enemy units may not use another unit’s Leadership value.
  Model by Simon Schnitzler
  
  49
  Lords	of	Battle
  "They appeared from nowhere.  
  We lost three Reavers in as many 
  minutes, in exchange for nothing.  
  Our Warhounds followed them into 
  the darkness and never returned"
  -Princeps Barnabus Knox, Cockatrices Legio on his 
  initial encounter of the Stygian campaign. 
  THE NECRONS
  
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  NECRON OBELISK
  POINTS: 160
  WEAPON                               RANGE     STR     AP     SPECIAL
  Particle Whip 
      
         24“              9         3*      Ordnance 1
   
   
   
   
   
                 5” Blast
  *Models directly under the blast marker’s central hole are struck at AP:1 
  UNIT: 1 Obelisk
  TYPE: Tank, Skimmer
  WEAPONS AND EQUIPMENT: 
  1 Particle Whip
  Particle Whip
  Size Comparison
  “Living Metal” hull is
  almost as durable as
  Necron Monolith and
  Pylon constructs.
  Particle Emitter
  Anti-Grav Propulsion
  (power source unknown)
  Once a rare sight in the early Necron raiding forces, the Obelisk is an
  increasing common sight in the ever more common full-sized alien
  cohorts.  The xenos construct is a squat cube, topped with a glowing
  crystal similar to those which cap the larger Monoliths.
  Capable of manifesting an Particle Whip but lacking a Portal,
  the Obelisks are often seen defending the Monoliths which form the
  backbone of Necrons armies.  With a higher speed, and a slightly less
  robust “Living Metal” hull, the Obelisks are commonly used as
  perimeter defenders for the slower Necron units.
  What the Obelisk lacks in resiliance, it makes up in numbers, and
  formations of Obelisks are also deployed to offer heavy fire support
  to infantry, or perform deep raids behind enemy lines.
  There are few sights as dreaded to the defenders of the Imperium 
  as the sudden appearance of these harbingers of cold, undying
  devastation. 
  SPECIAL RULES:
  �Living Metal: The Obelisk is constructed of the same living metal
  as the Monolith - see Codex: Necrons for details.
  �Stable Skimmer: The Obelisk glides steadily and silently  just above
  ground level.  It does not benefit from the Skimmers Moving Fast rule.
  If immobilized at any speed, it will not crash but settles to the ground
  and continues to fight from there. 
   
     ARMOUR
  BS     FRONT     SIDE     REAR
   4          13             13           13   
  �Power Matrix: The Obelisk is capable of focussing powerful energy.
  It may fire the Power Matrix’s Particle whip regardless of how far it
  moved, even if it suffered a Crew Shaken and Crew Stunned critical
  result.  The Power Matrix cannot be destroyed and treats all Weapon
  Destroyed results as Crew Stunned instead.
  �Deep Strike:: A Necron attack often will see Obelisks teleporting
   to the surface in the role of advanced scouts.  An Obelisk may be
   deployed by deep strike if the special rules for the mission being
   played include it. Because of Necron advanced teleporting abilities,
   An Obelisk will not deviate within 1" of an enemy unit, friendly units,
   or impassable terrain.
  
  51
  Lords	of	Battle
  NECRON ASPIS
  POINTS: 50+ MODELS
  Armed with technology perfected before the rise of Mankind, the
  Necrons utilise weapons and stragetems incomprehensible to the
  galaxy’s other races.  Though the Empyrian is anathema to the metallic
  legions of the Necrontyr and their undying C’tan masters, there are
  many other dimensions at their disposal, of which the younger races are
  wholly ignorant.  Using their ancient mastery of space-time 
  manipulation, the Necrons are able to create worlds within worlds,
  bind stellar energies and produce a myraid of other exotic battlefield
  conditions.
  This is evident in the mixed Necron spearhead formation known as the
  Aspis by the Ordo Xenos.  This formation links the power matrices of 
  several Obelisks to boost and defend a central Necron Monolith.  Under
  this veil of protection, enemy weapon fire is deflected and absorbed 
  into the nearby Obelisks as coruscating arcs of energy, leaving the
  Monolith undamaged.  Imperial reports speak of even such potent
  weapons as titan Volcano Cannon fire being split into several energy
  arcs and absorbed into the guardian obelisks.
  Under such protection, the Necrontyr often mount spearhead attacks, 
  casting forth legions of Necron warriors under the heaviest of enemy
  fire.
  OBELISK
  OBELISK
  MONOLITH
  FORMATION:
  1 Monolith, Pylon, or Doomsday Monolith
  2-4 Obelisks
  SPECIAL RULES:
  �Unheralded Arrival: The Aspis does not deploy normally but starts
  in strategic reserve.  It arrives at the start of the first Necron movement
  phase.  All the formation members deep strike onto the table, and
  they cannnot initially be placed more than 12” away from each other
  (though their deep strike scatter roll may take them further away
  than this).
  �Aspis Matrix: If an Obelisk from the Aspis is within 12" of the Monolith
  it's linked to the Aspis Matrix.  Any shooting hits against the Monolith
  will be diverted to one of it's linked Obelisks.  Each hit on the Monolith
  is placed randomly against a Obelisk that is part of the Aspis Matrix,
  even if the Obelisk is out of range and line of sight of the firing model.
  For example, when a Monolith with 3 linked Obelisks is hit, roll a D3 to
  determine which Obelisk suffers the hit.  A hit diverted to an Obelisk
  never counts as obscured. 
  A strength D hit on a Monolith is diverted onto 2 random linked 
  Obelisks as seperate strength 10 hits.
  OBELISK
  OBELISK
  
  HEROES AND VILLAINS
  Famous Warmachines and Monstrosities 
  Traitor Reaver
   "Mechanicus Deus"
  52
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  Order of Battle
  IMPERIAL WARMACHINES OF THE BATTLE 
  FOR MACRAGGE
  Warlord Titans  
   
  5
  Reaver Titans   
  3
  Warhound Titans 
    
   
   
  8 
  Fellblades  
   
  2
  Baneblades (PDF Auxillia)  
   
   
  17 
  TYRANID MONSTROSITIES
  DOMINATRIX 
   
  1 (Mistress of Sin)
  Hierodules 
   
  45+
  Harridans 
  10+
  Trygons 
  20+
  Carnifexes 
  100+
   
  Titan Aces
   
  The Titan Legios are truly a ruling elite among 
  the militaries of the 40th Millenia.  Among the 
  teeming billions upon billions of fighting forces 
  of every race and dispostion, the Princeps stand 
  apart, the rarest of fighting warriors, entrusted 
  with the most powerful fighting machines of 
  thier people.
  Tracing thier proud heritage back over 10,000 
  years, each mighty Legio has a rich culture, 
  history and set of ties, rivalries, vendettas, and 
  blood fueds that form a intricate web across the 
  battlefields of the Galaxy.
  Among such men, those who have achieved 
  the status of ace, destroying at least five 
  enemy titans and living to tell the tale 
  are few indeed.  Such individuals are 
  legend, their names held up as living 
  embodiments of the Emperor, yet 
  they do not stand alone.
  From the craftworlds of the Eldar, to the 
  black-hearted Traitor Titan Legions, to 
  the Ork Gargant Kaptins, the enemies 
  of Mankind have also thrown up mighty 
  champions; they whose mere name is dread.  
  Here are a few of their tales.   
  
  "Warmaster Horus has started this damned war, 
  but we will finish it."
  -Princeps Seniorus Kurtz; War Griffons Titan Legio
  "She'll hold! Full power to the drives, Crush those 
  Defilers like insects."
  -Captain Uloni; Defense of Cadia - 13th Black Crusade
  Princeps Kurtz:  Warhound Grey Leopard  
  Captain Uloni: Capitol Imperialis Kasr Viridi
  SPECIAL	RULES:
  Sixth Sense: Kurtz can read the ebb and flow of battle with uncanny ability, and chooses the perfect moment to flee 
  to safety.  He has the Strategic Redeployment strategic asset.
  Icy Hatred: A witness to a thousand of the Warmaster’s attrocities, Kurtz and the Grey Leopard despise their foe. If 
  targeting units from Codex: Chaos Space Marines; The Grey Leopard may reroll failed to hits with shooting weapons. 
  SPECIAL	RULES:
  Blessing of the Master: None can say whether the Master of Mankind grants a portion of his mercy to the Kasr 
  Viridi, but it is considered blessed by the lowly guardsmen of the Cadian Gate.  During the course of an Apocalypse 
  game, no enemy strategic asset may be used or targeted within 12” of the Kasr Viridi.
  Ministorum Advisors: Uloni’s vehicle counts as having an Inquisitorial Mystic onboard at all times.
  Warhound Ace Kurtz was perhaps the most famed scout titan Princeps of the 
  War Griffons during the Horus Heresy.  He fought on dozens of worlds and 
  always brought his charge; the Grey Leopard home safely after penetrating 
  deep into traitor lines.  Kurtz was a bitter fighter, who was merciless to his 
  foes.  It was said that he was a bloodhound, able to detect the enemy by smell 
  alone. Time and time again his uncanny senses allowed him to detect hidden 
  danger and escape certain death.
  Captain Uloni is the latest commander of the famed Kasr Viridi.  It is said that 
  this ancient Capitol Imperialis recieved a blessing from the Master of mankind 
  himself when he still walked as a man.  Regardless of legends and rumors, this 
  oldest Imperialis of Cadia has weathered unspeakable violence and battlefield 
  fury over the millenia, and always emerged victorious.  A humble man, Uloni 
  always ensures all sacred rites are performed before battle, and keeps a 
  handful of Ministorum advisors onboard for good measure. 
  53
  Lords	of	Battle
  COST:	200	POINTS	+Imperial	Warhound	Titan
  COST:	250	POINTS	+Capitol	Imperialis
  
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  "We'z gonna put a bank shot off da Snitcrusha right 
  into the humies.  Wat could go wrong? 
  -Kaptin Trifft;  Rompa Stompa during the 3rd War of Armageddon
  "They killed first the enemy, then each other, and 
  finally themselves.  All we found was the thing's 
  bloody ruts in the road."
  Justicar Heinrich Institoris; Grey Knight Armageddon Intervention
  Kaptin Trifft: Slasha Gargant Rompa Stompa 
  Cauldron of Khorne Brazier of Spite  
  SPECIAL	RULES:
  “Looks Like Grots From Ere”: Trifft is infamous for his cavalier disregard for infantry once a battle gets underway.  
  The Rompa Stompa MAY fire its Mega-Cannon into close combats.  If it desires, it may always move over friendly non-
  super heavy models in the movement phase, inflicting d6 S:10 hits per friendly unit passed over.
  SPECIAL	RULES:
  Rage of Khorne: As the Brazier of Spite approaches, all living creatures boil with the fury of the Lord of Slaughter.  
  All units (friend or foe) within 24” of the Brazier of Spite suffer the effects of Preferred Enemy and Rage USRs.
  Kaptin Trifft is one of the most infamous Ork Gargant Kaptins.  He rose up 
  through command of first Diggas, then Stompas, and finally his beloved Slasha 
  Gargant Rompa Stompa, smashing his way through battlefields across the 
  Imperium.  His delight for the mayhem of battle knows no bounds, and he 
  has a reputation for smashing the enemy no matter who may be close-by.  
  During the 3rd War of Armageddon, he destroyed no less than seven Imperial 
  warmachines (and a handful of ork super-heavies) before evacuating the world 
  in the face of Imperial reinforcements.  His current location is unknown.    
  The Eldar say that in the distant mists of time, Khorne faced a cunning rival 
  who through guile laid a single blow upon the Lord of Blood before fleeing 
  forever into the Empyrian.  As Khorne bellowed in rage his boiling blood was 
  caught in a goblet near his throne, creating the Brazier of Spite; first of the 
  Cauldrons of Blood.  The Brazier of Spite still radiates the eternal hatred 
  and rage of that fateful encounter.  Whereever it travels through the Galaxy, 
  madness. mayhem and slaughter are its gifts to worlds of man.   
  COST:	150	POINTS	+Ork	Slasha	Gargant
  COST:	150	POINTS	+Cauldron	of	Blood
  
  55
  Lords	of	Battle
  "You stand accused of violence against Iyanden.  
  That your crime has not yet been committed is of 
  no conseqence.  The sentence is oblivion."
  -Lord-Phoenix Fiallathandirel; 3rd Yrandi Intervention
  "That was no death-rattle, In her dying breath 
  she called to her sisters...and was heard."
  -Lexicanian Yallin; Ultramarines
  Lord-Phoenix Fiallathandirel: Phantom Titan 
  Dominatrix X-B-29: Mistress of Sin 
  SPECIAL	RULES:
  Wraith-phantom: Lord-Phoenix Fiallathandirel has long since slipped the surely bonds of flesh and bone.  Her blazing 
  will can only be thwarted by crippling damage.  The titan ignores all Driver Stunned and Gun Crew Stunned critical 
  table results.
  Communion: The Lord-Phoenix is a shining beacon of psychic purity to all nearby Eldar wraith constructs.  The titan 
  gains the Spiritseer ability with a 36” radius from its location. 
  SPECIAL	RULES:
  Brood Mother: At the start of each turn the Mistress of Sin may elect to birth a clutch of Tyranid creatures.  She 
  must stay stationary and may not use any of her three Hive Mind special abilities this turn.  You may place d3 Elites 
  Carnifexes in base contact with her.  They may shoot or run, but may not move or assault the turn they are put in 
  play.
  Since before the time of the Horus Heresy, Lord-Phoenix Fiallathandirel has 
  fought for the defense of her home, Iyanden Craftworld.  Over the ages, she 
  has seen the entire family of her titan clan fall in battle within her armored 
  shell.  On the bloody plains of the Haranshemash, she was reborn, as the first of 
  the Wraith-phantoms, who fight on with the last of thier clan’s dead crews still 
  interred within her, a living masoleum to their ultimate sacrifice for their people.  
  Her wrath is terrible to behold for those who would stand against Iyanden.
  This first Dominatrix identified by the Imperium led the assualt on the polar 
  fortresses on Macaragge during the First Tyrannic War.  Dubbed Mistress 
  of Sin, by the Princeps of the Legio Praetor, the beast led her monsterous 
  brood against the defenders of Ultramar.  Powerful beyond all reckoning, the 
  Dominatrix blasted and clawed three titans to ruin before being put down by 
  concentrated Legio fire.  As the Dominatrix was encircled, she lashed out with 
  her potent mental powers and began to produce a stream of Tyranid creatures  
  in a final attempt to protect itself.  
  COST:	300	POINTS	+Eldar	Phantom	Titan
  COST:	350	POINTS	+Tyranid	Dominatrix
  
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  56
  Battle of Macragge: Imperial vs Tyranids
  3rd War of Armageddon: Imperial Guard vs Orks
  Ghazghkull’s return to Armageddon saw the blighted planet returned to blasted battlefield once again.  While the 
  Imperium was better prepared and equipped, many battles were fought in defense of the precious hives. Imperial 
  Guard Generals and Ork Warlords fought each other in bitter wars of move and counter-move for the lives of billions.
  The Imperium’s first true taste of the Tyranid threat was faced upon the Ultramarines’s homeworld of Macragge.  Hive 
  Fleet Behemoth smashed aside the orbital defenses and assaulted the planet’s twin polar fortresses.  The unending 
  tide of creatures was faced in one of the Ultramarines’s proudest moments by a mixed force of Ultramar’s defenders.  
  GAME LENGTH: 6 turns.
  GAME LENGTH: 6 turns.
  SET-UP	
  1
   
  Mark the center of the table, and determine the  
   
  deployment zone vector based off of it using the 
  standard Apocalypse setup rules. 
  2
   
  The Imperial side sets up their forces in  
   
  their deployment zone.  Any forces not set up 
  are held in Strategic Reserve.
  3
   
  The Ork side set up half their forces in   
  their deployment zone.  Any forces not set up are 
  held in Strategic Reserve.
  4
   
  Roll a d6. On a 4+ the Ork forces go  
   
   
  first.
  SET-UP	
  1
   
  Mark the center of the table, and determine the  
   
  deployment zone vector based off of it using the 
  standard Apocalypse setup rules. 
  2
   
  The Tyranid side sets up their forces in   
   
   
  their deployment zone.  Any forces not set up   
  are held in Strategic Reserve.
  3
   
  The Imperial side set up all of their forces in  
   
  their deployment zone.  No Strategic Reserves 
  are allowed.
  4
   
  Roll a d6. On a 2+ the Tyranid forces go  
   
   
  first.
  MISSION	OBJECTIVE	
  The Ork Forces are trying to surround the Imperial lines 
  and shatter thier command positions. Use the standard 
  Apocalypse objective rules to determine victory, taking 
  the Headhunters rule into account.
  MISSION	OBJECTIVE	
  The Imperial forces are trying to hold their positions 
  in the face of a monstrous wave of Tyranids.  Use the 
  standard Apocalypse objective rules to determine 
  victory taking the Hold the Line rule into account.
  SCENARIO	SPECIAL	RULES	
  Infiltrate, Deep Strike
  Imperial Assets: Supreme headquarters, On my 
  coordinates, Scheduled bombardment, Hammer blow 
  Ork Assets: Rok’em Boys, Da Big Waaagh, Strategic 
  redeployment,  Ambush
  SCENARIO	SPECIAL	RULES	
  Infiltrate, Deepstrike (both Tyranid only)
  Imperial Assets: Hold at all Costs, Minefields, Heroic 
  Stand, On my Coordinates
  Tyranid Assts: Tunnels, They’re all around us, 
  Replacements, Jammers   
  HISTORICAL	BATTLE	
  Key Imperial Forces Present: Leviathan HQ, Deathstrike 
  battery, Steel Fury Companies, Armoured fist 
  Mechanized companies.
  Key Ork forces present: Rompa Stompa, Digga Mobs, 
  Green Tide, Gibletgrindas, Gargants.
  Recommended Point Levels: 30,000 per side.
  Recommended Special Rules: Apocalypse	Battle.
  Headhunters: The Rompa Stompa and the Leviathan 
  Command HQ are each worth 1 objective to the enemy 
  side if destroyed.
  HISTORICAL	BATTLE	
  Key Ultramar Forces Present: Legio Praetor titans, 
  Fellblades, Baneblades, Space Marine 1st Company, 
  Imperial Shield Infantry Company.
  Key Tyranid forces present: Mistress of Sin, Behemoth 
  Crusher Broods, Genestealer Infestation, Malefactors, 
  Exocrines, Haruspexes, Dactylis’.
  Recommended Point Levels: 30,000 per side.
  Recommended Special Rules: Apocalypse	Battle.
  Hold the Line: Place the first 2 objectives in no-mans-
  land at least 48” apart.  Place the other 4 objectives 
  equidistantly across the middle of the Imperial 
  deployment zone.
  
  57
  Lords	of	Battle
  Haranshemash: Eldar vs Chaos
  On the Eldar Exodite world of Haran a mighty daemon force was unleashed, bursting forth from a massive warp 
  rift.  This incursion was forseen by Ulthwe Craftworld’s Eldrad Ulthran and the Eldar race was waiting.  In a bloody 
  campaign that saw both sides come within a hair’s breadth of victory, the Eldar won through sheer perseverance at a 
  terrible price.  Haran is now known as Haranshemash: The World of Blood and Tears. 
  GAME LENGTH: 6 turns.
  SET-UP	
  1
   
  Mark the center of the table, and determine the  
   
  deployment zone vector based off of it using the 
  standard Apocalypse setup rules. 
  2
   
  The Eldar side sets up their forces in  
   
  their deployment zone.  Any forces not set up are 
  held in Strategic Reserve.
  3
   
  The Chaos side set up their forces in  
   
   
  their deployment zone.  Any forces not set up 
  are held in Strategic Reserve.
  4
   
  Roll a d6. On a 3+ the Eldar forces go first.
  MISSION	OBJECTIVE	
  The Chaos forces are trying to capture key Eldar 
  Webway portals.  Use the standard Apocalypse 
  objective rules to determine victory, taking the Webway 
  Portal rule into account.
  SCENARIO	SPECIAL	RULES	
  Deep Strike, Infiltrate
  Eldar Assets: Waygate, Phantasm, Eldritch Tempest(x2) 
  Chaos Assets: Blood Thirst of Khorne, Plaguestorm, 
  Mirage of Tzeentch, Grand Pavanne of Slaanesh 
  HISTORICAL	BATTLE	
  Key Eldar forces present: Lord-Phoenix Fiallathandirel,
  the Phoenix Court of Khaine, Eldar Knights.
  Key Chaos forces present, Brazier of Spite, Caudrons 
  of Blood, Cannons of Khorne, Contagions, HellKnights, 
  Tower of Skulls.
  Recommended Point Levels: 30,000 per side.
  Recommended Special Rules: Apocalypse	Battle.
  Webway Portal: The first two objectives are placed in 
  no-mans- land at least 48” apart.  Eldar non-super 
  heavy reserves may arrive from these webway portals 
  if there are no enemy forces within 6”.  These two 
  objectives are worth double to the forces of Chaos. 
  Legal Disclaimer
  This Mini-dex Book is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, 
  Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark 
  Angels, Dark Eldar, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games 
  Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, 
  Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, 
  Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, 
  Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated 
  marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 
  universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries 
  around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
  SPECIAL THANKS
  Jeff Vaughan, Matt Plonski, Clark Ross, Thomas Grassl,"Napalm", Simon Schnitzler, Greg Lanas, Georg Heindl,  
  Thomas McBride, Laurent "Bigdaddy", Abe Apfel 
  
  www.belloflostsouls.blogspot.com
  LORDS
  of
  BATTLE
  
SOURCE: textdata/thevault/Warhammer/40k/3rd Party (Homebrew)/Lords-of-Battle-v2.pdf