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INQUISITORIAL WARHOUND SCOUT TITAN

POINTS: 800
Void Shields
Deflects long
range weaponry

Princeps Cockpit

Vulcan Mega-bolter
30 rounds per
second loaded with
Psybolt Ammunition

Plasma Blastgun
Unlimited capacity
powered by main reactor

Reinforced Aegis armour


plating protects the crew
from high strength firepower
and psychic powers

Reinforced ceramite armour offers


protection from short-ranged
weapons and infantry attacks

Size
Comparison
UNIT: 1 Inquisitorial Warhound Titan

RANGE

STR

AP

Double-barrelled
Turbo-laser Destructor

96

Plasma Blastgun*
(rapid)

72

WEAPONS AND EQUIPMENT:


Two arm weapons from the following list:
- Double-barrelled Turbo-laser Destructor;
- Plasma Blastgun;
- Inferno Gun;
- Vulcan Mega-bolter

(full)

96

10

Hellstorm

Heavy 1, Primary Weapon

60

Heavy 15, Primary Weapon

OPTIONS: An Inquisitorial Warhound Titan may be given the following upgrades


from the GK Codex p61 & 62:

Teleport Homer...............15 points

Psybolt Ammunition for Vulcan Mega-bolter only..........20 points

Searchlight..................................................................1point

*The Plasma Blastgun can be fired in two modes with the profiles shown.
Choose which mode to use each time you fire the weapon.

TYPE: Super Heavy Walker


STRUCTURE POINTS: 3

WEAPON
ARMOUR
WS BS S FRONT SIDE REAR I A
2 4 10 14
13
12 1 1

VOID SHIELDS: 2

Inferno Gun**
Vulcan Mega-bolter

SPECIAL
Heavy 2, 5 blast,
Destroyer, Primary Weapon
Ordnance 2, 7 blast,
Primary Weapon,
Ordnance 1, 10 blast,
Primary 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 that the narrow
end. The Inferno Gun is then treated like any other template weapon.

SPECIAL RULES:
Agile: In the shooting phase the Warhound may divert some of the energy from
its primary weapons towards its legs, so it can choose to:
- Fire all available weapons, as normal.
- Or fire a single primary weapon and move an extra D6 (as per the
Fleet of Foot rule).
- Or fire no weapons at all and move an extra 2D6 (as per the Fleet of
Foot rule).

Reinforced Aegis: (see GK Codex p35)

Reactor Meltdown: If the Warhound 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 6 D6, and
models within range suffer a Destroyer hit.

- Fortitude (see GK Codex p33)

Psychic Princeps: (see Psychic Pilot GK Codex p21) with the following exception; Perils
of the Warp causes D3 Glancing hits that cannot be saved by the Void Shields, as
the event occurs within the Inquisitorial Warhound Titan hull.
Psychic Powers: An Inquisitorial Warhound has the following Psychic Power.

By Realm of Warhammer 40k


www.row40k.blogspot.co.uk

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