I posted this on another forum, but I figure I'll toss this up here too. I'm not sure if these will work with the new vehicle rules, they were written for the old rules from Black Libraries web site. They would seem, however, to best work with the RT game more so then DH
Tanks of the Imperium
Introduction
A long time ago, someone asked me for the vehicles that I used in my RT/DH campaign. I can’t say that I have been exactly hard core about this, since the vehicle rules are spotty at best. However, here are a few of them, and the weapons they carry. These do not include vehicles already in the Apocrypha rules.
GMs should note: these weapons are meant for shooting, by and large, and big, nasty things, large numbers of things, or really, really armored things. Players struck by Titan Megabolters tend to not survive, and even really good power armor does not handle hits from a Vanquisher well.
Vehicles
Leman Russ Tank
Type: Ground Vehicle
Size: Massive
Armour: Front 33, Hull 22, Rear 20
Traits: Stabilized
Narrative Speed: 25 kmph/40 kmph
Combat Speed: 5/20/40/60/80
Handling Modifier (Drive (Ground Vehicles)): -10
Armaments:
Leman Russ: Forward hull heavy weapon mounting, optional 2 sponson heavy weapon mountings, pintel heavy weapon mount on turret, one ordinance/heavy weapon mounting in turret
Thunderer: One ordinance mounting forward.
Crew: 1 (Driver), 1-3 (Gunner), 1 (Commander), 1 (Loader [depending on variant])
Access Points: Turret and side hatches
Basilisk Mobile Artillery
Type: Ground Vehicle
Size: Enormous
Armour: Front 27, Hull 18, Rear 16
Traits: Open
Narrative Speed: 18 kmph/30 kmph
Combat Speed: 5/20/40/60/80
Handling Modifier (Drive (Ground Vehicles)): -5
Armaments: Forward hull heavy weapon mounting, pintel heavy weapon mounting, Earthshaker Cannon
Crew: 1 (Driver), 3 (Gunner)
Access Points: Top hatch
Salamander Scout
Type: Ground Vehicle
Size: Enormous
Armour: Front 27, Hull 18, Rear 16
Traits: Amphibious, Open
Narrative Speed: 65 kmph/100 kmph
Combat Speed: 10/40/60/80/100
Handling Modifier (Drive (Ground Vehicles)): +5
Armaments: Forward hull heavy weapon mounting, 1 top mounted forward fixed heavy weapon mounting
Crew: 1 (Driver), 2 (Gunner), 1 (Comms)
Access Points: Open top, forward hatch.
Macharius
Type: Ground Vehicle
Size: Massive (!!)
Armour: Front 33, Hull 22, Rear 20
Traits: Stabilized, Super Heavy
Narrative Speed: 10kmph/20 kmph
Combat Speed: 3/10/20/30/40
Handling Modifier (Drive (Ground Vehicles)): -20
Armaments: Forward hull heavy weapon mounting, optional 2 sponson heavy weapon mountings, pintel heavy weapon mount on turret, one ordinance/titan/heavy weapon mounting in turret
Crew: 1 (Driver), 1-3 (Gunner), 1 (Commander), 1 (Comms Operator)
Access Points: Turret and side hatches
Malcador
Type: Ground Vehicle
Size: Massive
Armour: Front 30, Hull 20, Rear 18
Traits: Stabilized, Super Heavy
Narrative Speed: 10 kmph/20 kmph
Combat Speed: 3/10/20/30/40
Handling Modifier (Drive (Ground Vehicles)): -20
Armaments:
Malcador - Forward hull heavy weapon mounting, optional 2 sponson heavy weapon mountings, pintel heavy weapon mount on turret, one ordinance/heavy weapon mounting in turret
Defender - Forward hull ordinance mounting, optional 2 sponson heavy weapon mountings, pintel heavy weapon mounting, and five fixed heavy weapons mounts on top in lieu of a turret.
Crew: 1 (Driver), 1-4 (Gunner), 1 (Commander), 1 (Loader)
Access Points: Top and side hatches
Traits:
Stabilized
The crew or driver of this vehicle gains +10 bonus to fire a weapon mounted on the vehicle while moving. This vehicle can fire ordinance weapons while moving. Plasma Weapons do not suffer from the Overheats rule while mounted on vehicles with this trait.
Ordinance
Ordinance weapons are designed to smash large numbers of heavily armed troops, fortifications, and armored juggernauts with ease. Ordinance Weapons deal triple damage to targets that are Hulking size or smaller. Such targets must also pass a toughness check to avoid being killed outright from the titanic shock to their system.
Artillery
This weapon can fire in a high arc and engage targets out of line of sight. To do this requires a Challenging (+0) Intelligence Test rather than a BS test.
Titan
This weapon is designed for use on a Titan or Super Heavy tank. Titan weapons ignore the Super Heavy trait.
Super Heavy
Super Heavy Vehicles are massive, gigantic monstrosities nearly immune to damage from anything smaller then themselves. Shots against a super heavy vehicle have their damage and penetration reduced by one half.
Weapons:
Battle Cannon
The standard weapon of the most common tank in the Imperial Guard. These have been used for millennia to great effect, their simplicity and durability making them the most dependable ordinance in the Imperial arsenal.
Battle Cannon– Ordinance – 1km – S/-/-/ - 4d10 + 5 X – 5 – 1 – 2 Full – Reliable, Blast (10) – 1500kg – GM - Rare
Plasma Destroyer
Once a common variant, the Leman Russ Executioner equipped whole armies during the Great Crusade. Now only a single forgeworld, Ryza, has the technical means to manufacture this tank. Many consider the Executioner unlucky due to the huge plasma weapon it carries, and many crews conduct elaborate rituals to appease the temperamental machine spirit of this weapon.
Plasma Destroyer – Ordinance - 500m – S/3/- - 3d10 +5 E – 9 – 12 – NA – Overheats, Blast (10) – 2000kg – GM – Near Unique.
Vanquisher Battle Cannon
The Vanquisher is another tank that was once more common on the battlefields then now. Due to the destruction of the Tigrus forgewold during the 35th Millenium, this pattern of Leman Russ was almost lost to the Imperium. However, several other forgeworlds have since begun to manufacture these tank-hunters par excellence once more.
Vanquisher Battle Cannon– Ordinance – 1km – S/-/-/ - 4d10 + 5 X – 20 – 1 – 2 Full – Reliable, Accurate – 2000kg – GM - Near Unique
Exterminator Autocannon
The Exterminator is a common variant of the Leman Russ, usually bristling with heavy bolters to supplement its twin linked autocannons. These engines of destruction are quick to live up to their name, exterminating infantry with commendable speed.
Exterminator Autocannon – Heavy – 300m – S/2/5 – 4d10 +5 I – 4 - 360 – NA – Twin Linked – 200kg – GM - Very Rare
Demolisher Cannon
The Demolisher and Thunderer variants are well known in urban fighting, their ability to smash dug in positions being highly valued by commanders fighting in built up areas.
Demolisher Cannon - Ordinance – 120m – S/-/-/ - 5d10 X – 17 – 1 – 1 – Reliable, Blast (10) – GM – GM - Rare
Laser Destroyer
As the Vindicare Assassin is to people, so is the Destroyer to the tank. Fabulously rare, this weapon is designed to punch neat holes through even the hardest armor. Highly prized for this, only the most skilled gunners will be assigned to this ‘pocket Shadowsword’.
Laser Destroyer – Ordinance – 1km – S/-/- - 6d10+5 X – 20 – 1 – 1 – Accurate – GM – GM – Near Unique
Earthshaker Cannon
The Earthshaker is one of the most common artillery pieces in the Imperium, with both excellent range and rate of fire. They are commonly mounted on stationary platforms or closer to the front as Basilisk mobile artillery pieces.
Earthshaker Cannon - Ordinance – GM – S/-/-/ - 5d10 X – 15 – 1 – 2 Full – Reliable, Artillery, Blast (20) – GM – GM - Rare
Vulcan Megabolter
This Titan sized bolter is designed to reduce large numbers of infantry to bloody chunks. In this capacity, it has always excelled.
Vulcan Megabolter – Titan – 300m - -/-/30 – 3d10 +4X – 7 – 8000 – NA – Storm, Tearing, Titan, Twin Linked – GM – GM – Unique
Ammunition Types
Anti-Tank Shells – An Anti-tank shell is a high velocity armor penetrating ordinance round. This ammunition increases a weapons penetration by +7 and removes the Blast trait, should the weapon normally have it.
Rarity: Rare
Cost: 2000
Illumination Shells – An illumination shell is designed to illuminate a battlefield at night. This shell is meant to be fired high into the air, where it will drift down slowly, providing shadowy illumination over a wide area.
Rarity: Scarce
Cost: 1000
Infernus Shells – This ordinance shell possesses incendiary properties. Any target hit by it or in the area of its blast must pass an Agility test or catch fire.)
Rarity: Rare
Cost: 2000
Hunter Shell – This incredibly rare ordinance shell may only be used by Battle Cannons and Vanquisher Battle Cannons. Containing advanced targeting archeotech cogitators; on a hit this self guided shell strikes the targets weakest armor. These ancient munitions are rarer then starships and what few remain are hoarded, with good reason, by the Imperial Guard for their tank aces. These are also considered of HIGH interest by the Adeptus Mechanicus, as the means to make them have been lost.
Rarity: Unique
Cost: GM
