Vehicles 9 shown
Every vehicle this faction fields, on the Ash-Wastes track — facing Toughness, Hull Points, Handling and crew psychology, its locomotion, arc-bound hardpoints and flight profile. Hover a hardpoint weapon for its codex entry; select it to open that entry.
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 7 | 6 | 6 | 7 | 6+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Multi Laser — Turret arc (Crew)
- Heavy Bolter — Front arc (Crew)
- 0-1 per gang
- Transport (10 fighters)
- Firing ports (embarked fighters may shoot)
The Chimera is the armoured workhorse of every regiment — a tough Tracked transport that carries a squad into the fire and keeps hosing the line once they arrive. It is the Guard's Rhino-analog: not fast, not a killer, but reliable and hard to stop, its boxy hull proof against small-arms while its turret multi-laser rakes infantry and its hull heavy bolter sweeps the approach. Its true value is the cargo bay — a full squad rides inside, and the firing ports let them shoot from the hull as it rolls, so a Chimera does not just deliver a fireteam, it delivers one already in action. Fielded one at a time, it lives on its facing armour and its seven Hull Points rather than firepower, resolving its handling, its facing Toughness and its Loss of Control through the Ash-Wastes vehicle rules — the rolling strongpoint a Guard line is built around.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 9" | 6 | 5 | 5 | 4 | 5+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Autocannon — Front arc (Crew)
- 0-2 per gang
- Walker (strides over broken ground)
The Sentinel is a fast one-gun scout walker — long-legged and glassy, it strides over rubble, gullies and wreckage that would bog a tracked hull, flanking wide to bring a single heavy weapon to bear then loping away before the answer comes. Its front-fixed autocannon reaches out to crack light armour and heavy infantry; the mount readily swaps to a multi-laser, a lascannon or a heavy flamer to suit the hunt. Four Hull Points and light plate make it fragile — a hit that finds it usually finishes it — so it never anchors a line. It is a hunter, not a strongpoint: the Guard's skirmisher, striking from an angle the enemy cannot cover. Two may run together. It resolves its handling and its facing Toughness through the Ash-Wastes vehicle rules, its long stride letting it treat broken ground as open road.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 7 | 6 | 6 | 7 | 6+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Inferno Cannon — Turret arc (Crew)
- Heavy Bolter — Front arc (Crew)
- 0-1 per gang
- Volatile (fuel tanks — explodes catastrophically when wrecked)
The Hellhound is a fast flame-tank built on the Chimera hull — a close-range predator that races into short reach and washes whatever it finds in a sheet of burning promethium. Its turret inferno cannon is the whole point: a torrent of fire that immolates dug-in infantry and packed advances alike, with a hull heavy bolter to sweep the ground it charges across. It is quick for its class, but the same fuel that feeds the cannon makes it glass — a wrecked Hellhound goes up in a fireball that catches everything near it, so the crew live and die on the timing of the strike. A gang fields one to break a position no line can hold: get in close, burn it clean, and pull back before the tanks cook off. It resolves its handling, its facing Toughness, its Hull Points and its Loss of Control through the Ash-Wastes vehicle rules.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 8 | 7 | 6 | 8 | 6+ | 3+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Battle Cannon — Turret arc (Crew)
- Lascannon — Front arc (Crew)
- Heavy Bolter — Left arc (Crew)
- Heavy Bolter — Right arc (Crew)
- 0-1 per gang
The Leman Russ is the Guard's main battle tank — a slow, front-armoured turret platform that anchors a line rather than flanks it. Its heavy front facing shrugs off fire that would gut a transport, and its turret battle cannon lobs a bursting shell across the width of the field to scatter massed infantry, crack light armour and break a fortified position with one round. The main gun swaps to the job at hand — a vanquisher to kill tanks, a punisher to shred a horde, a demolisher for entrenchments — while a hull lascannon and two sponson heavy bolters let it engage across three arcs at once. It is dear, ponderous and thickly plated, sitting well below the super-heavy band but above anything a gang meets lightly. One per gang, it resolves its facing Toughness, its Hull Points and its handling through the Ash-Wastes vehicle rules — the iron centre a Guard battle-line forms up around.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 9 | 8 | 7 | 10 | 6+ | 3+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Battle Cannon — Turret arc (Crew)
- Autocannon — Front arc (Crew)
- Heavy Stubber — Front arc (Crew)
- Heavy Bolter — Left arc (Crew)
- Heavy Bolter — Right arc (Crew)
- 0-1 per gang
The Rogal Dorn is the premium advanced battle tank — heavier, thicker-skinned and better-gunned than a Leman Russ, and the ceiling of the gang-scale vehicle track. Its turret twin-links a battle cannon so it puts two heavy shells where a Russ puts one, backed by a co-axial autocannon and heavy stubber slaved to the same mount for a spotting-and-suppression burst, with sponson heavy bolters covering the flanks. Ten Hull Points and the best facing armour on the track let it push into fire that would wreck a lesser tank and keep grinding forward. It is expensive — dear enough that a gang thinks hard before fielding it — but it is not a fortune-gatekeeper; it sits between the Leman Russ and the super-heavy Brute band, a main battle tank turned up to its limit. One per gang, it resolves its facing Toughness, its Hull Points and its handling through the Ash-Wastes vehicle rules.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 7 | 6 | 5 | 7 | 6+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Earthshaker Cannon — Turret arc (Crew)
- 0-1 per gang
- Indirect Fire (targets it cannot see)
The Basilisk is self-propelled artillery — a soft-skinned back-line gun that drops ordnance on targets it cannot even see. Its earthshaker cannon arcs a heavy shell over walls, ridgelines and rooftops to fall on foes who thought a corner or a reverse slope kept them safe, its wide burst scattering a massed formation and its Strength breaking light armour and fortified line alike. It reaches far past any weapon that might answer it, but that is its whole defence: its facing armour is thin and its rear all but open, so it lives at the back with a spotter feeding it marks and a screen of infantry between it and harm. A gang that fields one turns every scrap of cover on the field from a shield into a trap. One per gang, it resolves its facing Toughness, its Hull Points and its Loss of Control through the Ash-Wastes vehicle rules.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 16" | 7 | 6 | 5 | 8 | 6+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Multi Laser — Front arc (Crew)
- Rocket Pods — Wing arc (Crew)
- Heavy Bolter — Left arc (Crew)
- Heavy Bolter — Right arc (Crew)
- 0-1 per gang
- Transport (up to 12 fighters)
- Grav-chute insertion (passengers disembark after a Hover move)
The Valkyrie is the Guard's assault-transport flyer — a Hovering gunship-carrier that sweeps in fast, drops a squad by grav-chute into the heart of the fight and rakes the ground on the way through. Its Hover keyword frees it from the interceptor's tyranny of motion: it may hold station, settle to Low altitude and disgorge its passengers where they are needed, then climb away, and its integral chute rack lets a full complement bail out safely mid-battle. A nose multi-laser and wing rocket pods soften a landing zone as it arrives, with sponson heavy bolters covering the flanks. It is lighter and cheaper than the apex assault carriers, trading armour for speed and reach — a mobile insertion piece, not a brawler. One per gang, it resolves its Hull Points and facing Toughness through the Ash-Wastes vehicle rules, and its altitude, its Hover station and its ingress through the Flight rules.
Uses the Macromunda Flight rules — see Flying Mechanics.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 18" | 7 | 6 | 5 | 8 | 5+ | 4+ | 4+ | 7+ | 6+ | 7+ | 7+ |
- Lascannon — Front arc (Crew)
- Lascannon — Front arc (Crew)
- Lascannon — Front arc (Crew)
- Heavy Bolter — Left arc (Crew)
- Heavy Bolter — Right arc (Crew)
- 0-1 per gang
The Vendetta is the pure interceptor gunship on the Valkyrie airframe — no cargo, all guns. Where its sister carries a squad, the Vendetta gives the whole hull over to three twin-linked lascannon in the nose and wings, a dedicated aerial tank-killer that hunts armour and fast movers from above. With no Hover capability it holds no station: it cannot land, and it must make its minimum move every round, screaming across the field at Low or High altitude and banking back for another firing pass. Its speed and altitude are its armour as much as its plate is — a target it has already overflown cannot easily answer, and by the time the guns bear again it is somewhere else. Sponson heavy bolters add close-in volume against infantry. One per gang, it resolves its Hull Points and facing Toughness through the Ash-Wastes vehicle rules, and its altitude, its minimum move and its passes through the Flight rules.
Uses the Macromunda Flight rules — see Flying Mechanics.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).
| M | T-F | T-S | T-R | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 8 | 7 | 6 | 5 | 6+ | 3+ | 3+ | 5+ | 4+ | 5+ | 5+ |
- weapon — Front arc (Crew)
- weapon — Front arc (Crew)
- 0-1 per gang
The Taurox Prime is the Tempestus' own war-machine — an armoured tracked transport that carries a drop squad to the fight and fights alongside it, the only vehicle a Schola gang fields in its own right. It is fast for its weight, grinding forward at speed on heavy tracks, thickly plated to the front where it means to take fire and lighter behind. A battle-taurox cannon and its hull weapons are built into the fixed forward mount, firing where the hull points; the crew turn the whole machine to bring them to bear rather than tracking a target across an arc. Fielded one at a time, it is a centrepiece rather than a workhorse — deliberately kept below the ruinous cost of an Imperial battle-tank, because a Tempestus strike is a scalpel and not a hammer. It resolves its damage, its wrecks and its handling through the Ash-Wastes vehicle rules, an armoured spearhead that drops the Scions where they are needed and covers the ground they cross.
Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).