Wednesday, February 25, 2015

Beyond Brilliant! Dark Mechanicus!

Another master class tournament is upon me, this time it’s Arena 2k10 in Krakow, on the other side of Poland. Every year Arena is a blast, and this year it’s organised in the same venue as the last year, which is a great improvement over the previous venues. We go there by train and by we I mean our gaming group plus some spouses – 16 people in total. The journey itself is always an entertainment, as we take a plethora of boardgames as well as proper beverages to ease the 11-hour ride.

I am faithul to my Adeptus Mechanicus army, but due to the fact that Arena 2k10 is with a 2100 points limit, I shivered when I counted the tanks I’d need to take if I were to use the imperial Guard rules. In a 1300 points list I run 9 vehicles, and as they and my infantry are resin and metal only, my army case weighs 14kgs!

For Arena my initial list had no less than 14 vehicles, most full of infantry. Space in my army case ran low.

So I ditched this idea and chose to go with my Dark Mechanicus army – using Codex: Chaos Space Marines rules. The problem was, I needed Land Raiders.

So over the last 5 days I built and painted them. Or their wicked vision.

Now, I admit they are not pretty in a traditional sense, but I kinda like them. Plus my Daemon Prince counts-as will finally be able to hide behind something (he’s the Technomagos in the glass jar).
Dark Mechanicus Land Stalkers.jpgDark Mechanicus Land Stalker Land Raider 1.jpgDark Mechanicus Land Stalker Land Raider 2.jpgDark Mechanicus Land Stalker Land Raider 3.jpg
Dark Mechanicus Land Stalker Land Raider 4.jpgDark Mechanicus Land Stalker Land Raider 5.jpgDark Mechanicus Electropriests and Land Stalker Berzerkers and Land Raider 1.jpgDark Mechanicus Electropriests and Land Stalker Berzerkers and Land Raider 2.jpg
Above are my Land Stalkers with their Electropriests (Berzerkers) cargo.
Below are the  Stalkers (Rhinos) with Protectors Maniples (Plague Marines):

Dark Mechanicus Protectors and Stalker Plague Marines and Rhino 3.jpgDark Mechanicus Protectors and Stalker Plague Marines and Rhino 2.jpgDark Mechanicus Protectors and Stalker Plague Marines and Rhino 1.jpg
Here are the HQ: Technomagos (Lord), Arcomagos (Daemon Prince, in tank) and Praetor (Greater Daemon, the one with the most limbs):

I call them Robin, Barry and Maurice.

READ MORE

The Adeptus Mechanicus Project



Hi there,

Congratulations! you have found the temporary home of the Adeptus Mechanicus project. This is where I will be posting updates on the progress of what I hope will be a 2000pt Adeptus Mechanicus army (using Codex: IG).

Current status (18th October): In case anyone is wondering why there have been no updates, I am finishing off Uni for the semester and am up to my neck in assignments (all of which I should have done earlier). Project will go full steam ahead as soon as I deal with real-life.

MISSION STATEMENT
To create a fully playable Adpetus Mechanicus army, incorporating as many of their goodies as I possible can. I want to have 1750pts ready for my local tournament in June 2006 (G'Con Lismore Australia).


I estimate the army to be about 1% complete at this stage.
Current progress
1 Sergent
4 troopers
1 Plasma gunner
1 Techpriest Enginseer
1 proto-type Praetorian
1/2 finsihed Heavy Weapon platfrom
1/2 finished jetbike

Lascannons and Autocannons teams will be mounted on small tracked platforms, Heavy bolters teams will be modelled as servitors (with the second man in the team being a little cherub type thing humping ammo on its back).

Two basilisks will be included in the finished army. I have considered a few ways to 'tech them up'. The first possibility is to order FWs Armageddon pattern Basilisk, costly, but looks very nice. However to make a more original model I think I will modify the standard kit myself. The crew will be replaced by servitors, and a loading servo arm will be mounted onto the hull.
Banks of computer screens from the Land Raider interior will also be added.
A few extra cables here and there, and some AM symbols painted on and they should look the part.

ARMY LIST

I will post a link to a WIP army list soon.

The Tech Magos and his bodyguard will be represented using the rules for a DH Inquisitor Lord.

Thoughts on Doctrines:

Update: The list I was previously pretty sure about is starting to bore me, so I was thinking of trying motorised organisation. Nice and fluffy.

Abhuman doctrines: A recent WD contained Chapter approved rules for abhumans. One of these doctrines (slave levy) grants models the 'feel no pain' special rule, at the cost that they become 'slow and purposeful'. Sounds pperfect for Ad mech troopers in my opinion. The 4+ chance of getting up nicely represents hits deflecting of bionics ect. And slow and purposeful fits my idea of the lumbering but unstoppable onslaught of the Skitarii.

In my current list I have not used doctrines. This may strike people as a strange choice, but after considering all the options I decided there was nothing I really wanted badly enough.
Carapace armour and bionics, whilst fluffy for AM, add a fair bit to the squad cost. I am a big believer in weight of numbers when it comes to IG, so I would rather take more troops than the 4+ Save, which can negated by many weapons.

Mechanised and Grenadier formations are both options I considered, however once again point costs drove me away. The main use of a mechanised list is for 'drive-by' type tactics, where the troops rarely dismount. I figure that Im putting so much effort into converting the troopers, I want them on the table all the time. Footslogging AM may strike some people as strange, but this is likely to be a army primed for defense and shooting, so lack of mobility is regrettable but not critical.

Please feel free to post suggestions, or shots of your own Mechanicus conversions, and to discuss all modelling aspects of this most high and mysterious order.

READ MORE

Forge World Newsletter #190 -The SUPAS!!!

A new Forge World Newsletter with details of three new  Arkurion Pattern Super Heavy Tanks. These are the conversion kits for the plastic BaneBlade model. Quite good value at £85 each.
Hi There,
Things are still very busy here at Forge World, but we have some news of a release that I know a lot have you have been waiting for since one was first previewed at Games Day UK last year; the new Super Heavies are here! Also in this newsletter, we have some great new stuff for Aeronautica Imperialis and some events news for the New Year.
Alan Bligh
Three New Imperial Super Heavy Tanks

Brand new and much anticipated are the Arkurion Pattern Stormsword, Shadowsword and Stormblade. These three new model kits are complete kits that use some of the sprues from the new GW Plastic Baneblade kit along with additional new resin components replacing the upper hulls, main weapon, engine deck and fighting compartment. These fantastic new super heavy tanks were designed by Daren Parrwood, and make fine additions to any collection whether you`re after the titan-killing firepower of the Shadowsword for your Apocalypse force or just after cool modelling project to test your skills on. These new super-heavies are available either individually or as part of special bundle deals of three to bring terror to your foes! You can find more details of our bundle deals here, and if you order the deal you’ll get free express shipping worldwide.
Here you can see pictures of the Shadowsword, Stormblade and Stormsword painted by the talented Phil Stutchinskas. You`ll be able to see further examples of Phil`s work along with a feature on how he achieved these stunning paint jobs, together with other Forge World projects from our Studio team in our forthcoming painting and modelling book, but more details on that in future newsletters!
These three new Super Heavy Tank kits (and bundles) are available for pre-order now for release the week commencing the 25th of February.
New for Aeronautica Imperialis
We also have three new releases for the Tau AI range this Newsletter in the shape of the AX-2-2 Tiger shark Drone Carrier, the Remora Stealth Drones and Aerial Mines, which you can see pictures of here. The addition of these aircraft adds even greater depth to the Tau Air Cadres, with the Tiger Shark deploying their deadly drone fighter cargo directly into the battle, while the aerial mines are fantastic defences in scenarios and campaigns.
Full rules for these aircraft, and the Typha Conflict it which they are first used in battle can be found in our Tactica Aeronautica expansion book, which (this seems a good time to mention!) can currently be purchased in a special bundle deal for a substantial saving along with the Aeronautica Imperialis rulebook on or online store.
These models are available for pre-order now for release the week commencing the 25th of February.
Gamesday Spain
Forge World will be attending our first show of the year at Games Day Spain on the 17th of February, we are however only able to take a limited selection of our stock. So, if you would like to place a reservation order for the items you`re after by phone or at our reservations email address at fwreservations@games-workshop.co.uk we’ll do our best to have your order waiting for you to pick up and pay for at the event. If you want to place a reservation, it must be with us no later than Monday the 4th of February
Forge World Open Day
Also we can confirm that we will be holding our second Forge World Open Day this Year at Warhammer World in Lenton on the 6th of April. I can`t give any more firm details yet other than to say that admission will once again be free. Last year`s Open Day was a great success, and our customers got to meet the designers, get their questions answered, take part in some special games and of course buy our latest items direct, and we are hoping to meet many of you again this year.
Forge World
Games Workshop
Willow Road, Lenton Lane
Nottingham, NG7 2WS

Phone: 0115 916 8177
Fax: 0115 916 8044
Web site: http://www.forgeworld.co.uk/

Imperial Macharius 'Vulcan' Bronze at Hussar 2011

http://www.madfly-art.com

Bronze at Hussar 2011 in Large Model Category
Painted by: Yaroslav Bozhdynsky
Contest Miniature, Masters Level, TMP
The Macharius is a Heavy Tank used by the Imperial Guard.

The Macharius is one of a variety of super heavy tanks referred to as 'second generation' Baneblades. Built by forge worlds that do not possess the STC data to build Baneblades, the Macharius (named after the legendary Lord Commander Solar Macharius), fulfills the same battlefield role as the Baneblade, but lacks most of its advanced features, engine performance and armor bracing. First developed by Magos Nalax of Forge World Lucius, there are also variants of the Macharius with various weapon systems that replace the tank's twin battle cannons.

There are several modifications:
Macharius with Battle Cannons - is armed with twin-linked Battle Cannons in the main turret. It is destructive against armored targets and infantry at long range.

Macharius with Vanquisher Cannons - is armed with twin-linked Vanquisher Cannons in the main turret. It is destructive against armored targets at long range.
One of Magos Nalax's Macharius variants replaces the battle cannons with powerful Vanquisher Cannons. These weapons, although harder to manufacture and never available in great numbers, fire a very high velocity anti-tank shell that can penetrate the thickest armor with devastating results. The addition of these weapons turns the standard Macharius into a deadly tank killer.

Macharius with Vulcan Mega-bolter - is armed with a Vulcan Mega-Bolter, a super weapon of Titans. It is destructive against groups of lightly armored targets at close range (light vehicles, infantry etc.)

The 'Vulkan' variant of the Macharius mounts the fearsome Vulcan mega-bolters, a weapon normally carried by Titans. This multiple-barrelled gatling autocannon fires thousands of rounds per minute in a destructive torrent, turning the standard Macharius into a highly effective anti-personnel weapon, although because of its size, ammunition is restricted.

Commissar (Dark Crusade) - RelicWiki

Commissar
"If you will not serve in combat, then you will serve on the firing line."
Educated to revere the Imperial Creed, these officers are posted to ensure that ordinary troopers and officers alike remain loyal to the Imperium and its laws. Heresy, crimes, and cowardice are punished by summary execution.

Tactics
The Commissar is the first commander unit available to lead Guardsmen. He provides a large morale boost and a bonus to health regeneration that will keep Guardsmen fighting. After the Field Command is upgraded to a Battle Command, the Commissar gains the Execute ability, which restores morale and increases the fighting ability of nearby squads.

The Commissar's Execute ability is a must for Guardsmen Squads to compete in Teir 2 onwards. Without the damage boost from Execute, Guardsmen will lose most gun battles horribly. Make sure to always have at least two Commissars to ensure you can maintain the Execute aura throughout the fight even if a Commissar is targeted by enemy troops.

The Commissar is also a powerful melee fighter with strong armour and relatively high hit points. A squad with an attached Commissar can be used to tie up enemy ranged infantry while other squads keep shooting. Unfortunately, a number of Guardsmen will most likely die while the Commissar fights on.

via Commissar (Dark Crusade) - RelicWiki.

Imperial Guard Regiments


Modelling Various Imperial Guard Regiments
"The Imperial Guard is a colossal military organisation consisting of billions of men and women from thousands of different worlds and systems within the Imperium of Man"

With so many different cultures and styles of warfare on just Earth alone, think how many different appearances the regiments of the Imperial Guard have being drawn from different ends of Imperial Space. I could just sit and imagine for hours about medieval, chainmail clad guardsmen from a feudal world or Samurai armored soldiers carrying katanas. GW has already done quite a bit of imagining themselves during their free time and created a wide range of Imperial Guard. Praetorans, Catachan, Ca(na)dian, DKoK, Steel Legion, Vostroyan, Vallhalan, Salvar Chem Dogs, Tanith Ghosts, Elysian Drop Troops, Mordain, Terrax, Harrkoni...the list goes on.

But GW has left the work of creating these models up to the players who want to field them. I have seen many amazing models of people's custom units both on Dakka and the rest of the web so I know it is possible to create these regiments. Here people can post how they made these troops and pictures of them so that other players can create them as well (or be inspired to create their own from parts of others)

LINK

The Great Crusade: Planet Vostroya: Raven Guard Vs Vostroyan: Part One.

Vostroyan Firstborn

In tribute to the Vostroyan Firstborn of the Imperial Guard.
Audio is "Road to Revelation" by Two Steps from Hell.
Credit to all the artists who made these pictures!

The Vostroyan Firsborn:

Speciality: Urban and Winter Warfare

Overview:
Vostroya is a world in the Halo Zone beyond the Eye of Terror, which swore allegiance to Mars during the Age of Strife. It is now ruled by a committee of Techtriarchs, a mix of Mechanicus Magos and more traditional Imperial planetary government. During the Horus Heresy, Vostroya refused to provide regiments to the Emperor, preferring instead to reserve the population in the manufactorium blanketing the world. After the Heresy came to an end the Vostroyans agreed to supply every first born son to service with the Imperial Guard

Saturday, February 21, 2015

Ogryn

“The common Ogryn is large and physically powerful, but lacking in intellect or insight. Their physique is their primary advantage, as soldiers and labourers, but their dull-witted nature and simple obedience make them enthusiastic servants of Him-on-Terra, as loyal bodyguards and willing enforcers. Indeed, their unquestioning obedience makes them almost incorruptible, mainly because they lack the wit to even understand corruption.”

Humankind colonised a vast range of worlds during the original expansions, and as can be expected, many of those worlds left their mark on the generations of people raised upon them. Harsh, cold, high-gravity worlds, commonly used as prison planets by the petty human star empires of ancient times, led to the development of human beings into Homo sapiens giganticus – better known as Ogryns.

Ogryn Evolution
Ogryns are built to survive. Everything else is secondary. Their kind is the product of harsh, uncaring worlds with little food beyond competing predators and rugged herbivores.
The most obvious facet of this is their size. The average Ogryn stands between 2.5 and 3 metres tall, and are far bulkier and more muscular than humans, having a muscle mass to height ratio of about double that of a human being. All in all, the Ogryn is built to be able to fight and win against fierce predators, with only the most primitive and rudimentary of weaponry.
The Ogryn Ripper Gun is a huge shotgun designed for Ogryns to wield. As a result, it’s large, rugged and exceedingly brutal. Shells for Ripper Guns cost three times as much as normal. Further, the Ripper Gun is so robust that it may be used as a Great Weapon in melee. In the hands of anyone who is smaller than an Ogryn (anyone who lacks the Hulking, Enormous or Massive traits), it counts as a Heavy weapon instead of a Basic weapon, and suffers an additional -20% penalty on their to-hit roll due to back-breaking recoil.

The other most notable facet of their evolution is their digestive system. The worlds upon which Ogryns came to exist in the first place were comparatively barren, lacking in many of the foodstuffs that most humans take for granted. As a result, the Ogryn digestive system is rugged and efficient, able to derive nourishment from even the most unpalatable and inedible of organic substances. Further, the already prodigious bulk of Ogryns is often enhanced by vast reserves of stored food, developed because few Ogryns know where or when the next meal will be coming from.

All this, however, comes at a price. Ogryns are not the most intelligent of creatures. As a result of generations of brutal survival and nothing else, in situations where higher reasoning was utterly unnecessary, the Ogryn brain is atrophied. In the most basic terms, Ogryns are stupid. However, their adaptations mean that, on their terms – those of fighting, eating and general survival – Ogryns have a great many advantages.

Ogryn Appearance
Ogryns would look almost farcical if not for their sheer size and aggressive temperament. Hugely-built, with thick, heavy bones beneath thicker, heavier slabs of dense muscle, often layered with thick layers of fat and thick, hairy skin, they resemble crudely-made oversized humans. Their skulls – large and solidly-constructed – seem disproportionately big, with heavy brows and almost tusk-like teeth giving them an almost feral mien.

Almost all Ogryns are scarred and battered from a lifetime of fighting. Such is the brutality and resilience of such creatures that even friendly altercations (and Ogryns are such enthusiastic fighters that such altercations are commonplace, even expected) lead to injuries.
The majority of Ogryns maintain a personal appearance in keeping with the crude cultures of their homeworlds – furs, coarse cloth, animal hides and primitive chain armour are all commonplace, and often accompanied by ritual tattoos, body-painting and scarification. Their hair varies from thick and coarse, and generally dark in colour, to naturally bald in some cases. Those inducted into the Imperial Guard often adopt the styles of the military, shaving their heads or wearing their hair close-cropped, wearing heavy boots (Ogryn-issue boots normally weighs in the region of 5 kilos each), and fatigue-style clothing. This is combined with devotional tattoos – regimental insignia and crude examples of the Aquila and other symbols of the Imperium.


Bionic Ogryn Neural Enhancement, also known as Biochemical Ogryn Neural Enhancement is a procedure sometimes performed on Ogryns who have demonstrated intellect and insight above the norm. Using a combination of Augmetic implants, biochemical trea tments, electro-shock therapy and surgery, the subject’s brain is enhanced, allowing it to operate more efficiently than a normal Ogryn.s brain. An Ogryn who has undergone this procedure is known as a BONE’ead, a title which is worn with pride by those granted it. This procedure is performed as per the Attaching Bionics and Implants sidebar in the Armoury chapter of the rulebook, as well as requiring a six-week course of drugs to be administered.

Ogryns are notable for their lack of hygiene. Few Ogryns wash regularly and most are infested with some form of parasite, some of which can be quite disturbingly large – sometimes as large as rats! Some of these parasite colonies are even cultivated by their owners. as emergency food supplies or even as pets. However, such is their hardiness that few Ogryns are ever particularly bothered by the results of their lack of cleanliness.

The Imperial Guard Commissars


One of the more distinctive aspects of the Imperial Guard army is its Commissars. They are represented as akin to the ruthless, political commissars of the former Soviet Union. The Imperial Commissar, as described by many Warhammer novelists, is given complete jurisdiction to judge the actions of any trooper or officer and to act accordingly. This includes summary execution of units who display disobedience or cowardice (in gameplay, this is a useful function that boosts the morale of wavering units and prevents possessed psykers from turning on their comrades). Understandably, they are much hated by the guardsmen they serve with. Many novels hint that a good portion of the Commissars slain in battle are "accidentally" hit by friendly fire; the 4th-Edition Codex for the notoriously anti-authoritarian Catachan regiments of the Imperial Guard includes the "Oops, Sorry Sir" rule that gives Commissar models included in a Catachan army a 1-in-6 chance of having been killed - or more appropriately, fragged - before the game begins. There are also hints that some Commissars have taken to the tactic of inspiring troops by heroic example, hoping to emulate the "heroic" Commissar Ciaphas Cain.


Commissar Lord Bernn
Out of the four Imperial Guard characters, in Warhammer 40,000: Dawn of War II – Retribution, Lord Bernn is the easiest to manage and use. As soon as I grabbed a power fist for him, all I did was charge him head long into the fight, to crush the enemy’s heavy infantry and vehicles. Since I knew exactly what I wanted to do with Bernn from the beginning, I spent all his skill points into his Offense tree. All of the abilities, from Inspiring Strike to Fanaticism, he gains through the Offense tree increase his ability to punch people (and tanks) in the face. Both Bernn’s Stamina and Will trees are lacking compared to the other characters, but overall I felt Will was the better of the two. Of course, if you are not willing to execute squad members, then Will is a waste of skill points, so focus on the Stamina tree. Of course, it wouldn’t be the Imperial Guard if a Commissar was not running around executing perfectly healthy people. Throughout the campaign I hardly used Bernn, as his honor guard is much better, but that is a discussion for the next article. The best part about Bernn is that his abilities are easy to manage and allow you to spend more time focusing on other characters and squads without wasting him.

Overall I felt the characters available to the Imperial Guard really fell in line with the feel and fluff of the Imperial Guard characters in the Warhammer 40,000 table top game as well as the Warhammer universe. They have access to some decent offensive capabilities, but where they shine is the support they give the units surrounding them. My personal favorite character of the lot is Castor, but all the characters have their uses and their strengths and weaknesses.

Friday, February 20, 2015

Vostroyan Commander II

Vostroyan Commander 70mm. Totally scratch-built ( Magic Sculpt, Brown Stuff and Sculpey Firm) except for bolter and some Imperial Guard details.. ^^
Hope you like it. By Stefanino

Cadian 127th Regiment: Baneblade Super Heavy Tank - Vengeance



I think that the title for this post says it all.

I have finally finished my Baneblade that has been collecting dust for the past couple of months. I can't believe that I hadn't managed to finish it. So without further ado here is "Vengeance":
This is the name plate on the right hand side of the tank just under the turret. "Vengeance" is a transfer from the FW Imperial Guard Vehicle sheet. Although a little bleached in this picture, the name plate is edged in Shining Gold with the inside of the plate in Bleached Bone. A layer of gloss varnish has been added to help protect the transfer. Also in this picture the dirtying up of the tank can be seen (sort of). Basically I drybrushed the entire tank with Catachan Green. It gave the model an older look without going over the top.

via Cadian 127th Regiment: Baneblade Super Heavy Tank -Vengeance.

Tuesday, February 17, 2015

Vostroyan Demolisher Tank Imperial Guard - Overview

This one was a real joy to paint - the whole tank is removable from the base with magnets - so are the heavy bolters and the bulldozer thing (can´t remember the name in English^^) - hope u like it ...
Comments and Votes always welcome. By jarhead
PS: Painted for a collector...

Rebel Winter (Warhammer 40,000 Novels)

LINK

Steve Parker

On the brutal battlefields of the 41st Millennium, the life of an Imperial Guardsman is harsh and short. On the snowy wastes of Danik's World, a regiment of Vostroyans is ordered to hold their ground to protect the retreat of other Imperial forces. When their own orders come to move back, they discover they have been stranded behind enemy lines. Cold, hungry and running out of supplies, trapped between rebel forces and hordes of orks, can the Guardsmen ever fight their way back to safety?

The story opens with Captain Grigorius Sebastev on trial for his actions on the ice-encrusted battlefields of Danik's World. The novel ends with verdict and a surprise. The rest tells the tale of what Captain Sebastev (A.K.A. The Pit-Dog, though few would say it to his face) and how he reacted. Captain Sebastev and his men of Fifth Company are in the Korris trench works, in the midst of a brutal battle with greenskins (orks) when the new commissar arrives and jumps into the fray.

Commissar Daridh Ahl Karif had made a powerful enemy (Lord General Breggius) and been redeployed to Danik's World. Yet Karif still took the newest (and only) reenforcement troop under his wing. The commissar instinctively knows that Trooper Danil Stavin would not last long on the front lines. Karif surprised everyone, including himself, when he requested Trooper Stavin be assigned as his adjutant. Trooper Stavin turns out to be a top notch adjutant. The lad is very good at keeping secrets. In fact, he has a few of his own.

The frekk hits the fan when Twelfth Army Command underestimates the Danikkin Independence Army (DIA). The rebels make sure they regret it too. Nhalich is the first to fall. Traitors from within and without crippled the Vostroyan army by poisoning food and saboteurs vehicles, weapons, and supplies. Sebastev and Karif come to quickly realize that Fifth Company may very well be all that remains of the Sixty-Eighth. As the company's number of men slowly drop from the four digits, to the three digits, and to the two digits, the Pit-Dog knows that with numbers such as these, there is no such thing as acceptable losses. Somehow, they must find a way to win the war from behind enemy lines, and get out alive, before all is lost.

**** The trial is an interesting way to begin this book. Not very original, but it works beautifully and adds a deeper meaning to the ending of the story. There are a couple of characters that I hope to see again in the future. Trooper Stavin is one of the most interesting, at least to me. Entering the battle at the young age of eighteen, and being a newbie, this character may have a fascinating future. I say this because not only is the lad toughened up a bit during this battle, but he has wonderful role models in the Pit-Dog, Karif, and the White Boar. It is my hope that the author, Steve Parker, consider giving this secretive lad his own novel or series. Such potential!

As for this story, it begins in battle and stays that way almost constantly. A few memories are added in to break up the continuous skirmishes. This will not be an easy one for readers to put down. Something is going on at all times. Fascinating! ****

Reviewed by Detra Fitch of Huntress Reviews.

Macharius (Heavy Tank)


The Macharius is a Heavy Tank used by the Imperial Guard.

The Macharius is one of a variety of super heavy tanks referred to as 'second generation' Baneblades. Built by forge worlds that do not possess the STC data to build Baneblades, the Macharius (named after the legendary Lord Commander Solar Macharius), fulfills the same battlefield role as the Baneblade, but lacks most of its advanced features, engine performance and armor bracing. First developed by Magos Nalax of Forge World Lucius, there are also variants of the Macharius with various weapon systems that replace the tank's twin battle cannons.

Variants
There are several modifications:

    Macharius with Battle Cannons - is armed with twin-linked Battle Cannons in the main turret. It is destructive against armored targets and infantry at long range.

    Macharius with Vanquisher Cannons - is armed with twin-linked Vanquisher Cannons in the main turret. It is destructive against armored targets at long range.

One of Magos Nalax's Macharius variants replaces the battle cannons with powerful Vanquisher Cannons. These weapons, although harder to manufacture and never available in great numbers, fire a very high velocity anti-tank shell that can penetrate the thickest armor with devastating results. The addition of these weapons turns the standard Macharius into a deadly tank killer.

    Macharius with Vulcan Mega-bolter - is armed with a Vulcan Mega-Bolter, a super weapon of Titans. It is destructive against groups of lightly armored targets at close range (light vehicles, infantry etc.)

The 'Vulkan' variant of the Macharius mounts the fearsome Vulcan mega-bolters, a weapon normally carried by Titans. This multiple-barrelled gatling autocannon fires thousands of rounds per minute in a destructive torrent, turning the standard Macharius into a highly effective anti-personnel weapon, although because of its size, ammunition is restricted.

    Macharius 'Omega' - A relatively new addition to the Imperial arsenal, the Malcador Omega is armed with a mighty Omega-pattern Plasma Blastgun. The Omega-pattern Plasma Blastgun is a more compact design that allows it to be mounted on smaller vehicles, but is also highly unstable and prone to overheating. The comparable ease with which the Macharius Omega can be manufactured and maintained has more then overcome its shortcomings in the eyes of the Departmento Munitorum, and large quantities of resources have been devoted to the Forge Worlds which produce them such as Lucius. Subsequently, the Omega has proven its worth on the battlefield and in counter assaults against the Tyranids in particular.