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COLONEL JAGO KALLOWEN AND THE MORDANT 13th COMPANY COMMAND 500 pts

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The acting commander of the star-crossed Imperial Guard regiment the Kallowen's Company Command Squad and closest Advisors are all veterans of
Mordant Thirteenth, the so-called 'Lucky 13s,' Colonel Jago Kallowen is a that battle philosophy, with both the skill and equipment to competently
native of that inhospitable, subterranean acid-mining world, like most of his prosecute it. Power weapons, power fists and flamers dominate Kallowen's
guardsmen--and like them, his approach to war is shaped by the knife-close Regimental command unit. Wading into hand-to-hand combat with Jago
quarters and unforgiving nature of his homeworld. Kallowen and those he keeps closest to him is a prickly proposition at best...as
many overconfident foes of the Imperium have learned to their misfortune.
Kallowen leads from the front. He is a graduate of the Command & General
Staff Scholam and a veteran of campaigns against every sort of xenos, traitor Since powers at levels of authority beyond his own singled his regiment out for
and daemon bent on bringing down the Imperium of Man, and he some as-yet-not-fully-revealed 'higher purpose,' Colonel Kallowen has been
understands the value of such core Imperial Guard doctrines as artillery asked to lead his 'Lucky 13s' on a galaxy-hopping crusade against all manner of
bombardment, armoured manoeuvre and massed firepower...but his life enemies--often into battles which quickly escalated to become epic in scope.
experience tells Jago Kallowen that eventually winning or losing the fight will Kallowen and the Mordant Thirteenth have answered every challenge--usually up
come down to who hits first, fastest or hardest in close-quarters combat. close and personally.

COLONEL KALLOWEN WEAPONS AND EQUIPMENT:


Colonel Kallowen and his Lucky 13s Company Command Squad may be Laspistol, close-combat weapon, frag grenades, krak grenades,
taken as an HQ choice with the following options (including the listed carapace armour
Apocalypse options for Lucky 13s Campaigns and other Apocalypse games).
Colonel Kallowen and all eleven members of his Command Squad, including *Veteran Medic Math Mayr: Medi-pack
Advisors, must be taken as written.
*Veteran Jun Daz: Vox-caster

WS BS S T W I A LD SV *Veteran Standard Bearer Geof Wyt: Regimental Standard


4 4 3 3 3 3 3 10 4+ *Veteran Thurm Bunsan: Flamer
*Command Astropath Amshyll Estypha
WEAPONS AND EQUIPMENT: Special Rule: Telepathic Relay
Bolt pistol, power fist, frag grenades, krak grenades, melta bombs,
*Command Master of Ordnance Jaq Salva
carapace armour, improved refractor field (4+ invulnerable save)
Special Rule: Artillery Bombardment
SPECIAL RULES: *Fleet Officer Mak Haranen
Improved Refractor Field: The Mordant Thirteenth have applied mining Special Rule: Intercept Reserves
survival gear modifications of their home world to their wargear, resulting
in a higher-strength protective yield for Kallowen's personal refractor field; *Colonel's Bodyguard Corporal Airk 'Smelly' Mellie
this Improved Refractor field provides a 4+ Invulnerable Save. Special Rule: Look Out-Arghh!

Incorruptible: Kallowen's monumental defences of the Imperium in


prosecuting the legendary 'Lucky 13s Campaign' has proven so staunch SPECIAL RULES FOR APOCALYPSE GAMES
that the Commissariat privately considers him incorruptibly loyal--and a When chosen as part of any Imperial force in a game of Warhammer
priceless asset: a platoon Commissar is at Kallowen's right hand at all
times to insure his survival and in the unlikely event of a failed Morale 40,000 Apocalypse, Colonel Kallowen and his Company Command Squad
test, will always Summarily Execute any other of Kallowen's surviving confer the following Strategic Assets at no additional cost:
Company Command Squad (including Advisors) before Kallowen himself. *Tunnels
*General Staff (from Apocalypse Reloaded)
COMPANY COMMAND COMMISSAR ALWYN CURST
Additionally, the player fielding Colonel Kallowen *may* choose to model
WS BS S T W I A LD SV the Tunnel markers required by his Strategic Asset to represent a type of
4 4 3 3 1 3 2 9 4+ subterranean hole-boring transport favored by the Mordant Thirteenth
known as Imperial Termites. Considered obsolete by much of the
WEAPONS AND EQUIPMENT: Imperium, the Lucky 13s still find considerable success using the Termite's
Bolt pistol, power weapon or power fist (player's choice), frag enormous prow-drill to open (and close) assault tunnels from beneath a
grenades, krak grenades, carapace armour battlefield, to achieve surprise. A player fielding modeled Termite Tunnel
markers may move one such Tunnel marker up to 12" from its previous
COMPANY COMMAND MINISTORUM PRIEST ASH DAMNAN position on the table each Turn, before beginning his Movement Phase. All
other rules of the Tunnels Strategic Asset still apply.
WS BS S T W I A LD SV
4 4 3 3 1 3 2 7 4+

WEAPONS AND EQUIPMENT:


Laspistol, eviscerator, frag grenades, krak grenades, carapace
armour, Rosarius

COMPANY COMMAND TECHPRIEST ENGINSEER SHYARM JOSHWA TRANSPORT - CHIMERA “THE TORCH”
WS BS S T W I A LD SV
UNIT TYPE:
4 4 3 3 1 3 1 8 3+ Vehicle (tank, transport) BS FRONT SIDE REAR
4 12 10 10
WEAPONS AND EQUIPMENT: WEAPONS AND
Laspistol, power weapon, servo-arm, frag grenades, krak grenades, melta
EQUIPMENT:
bombs, power armour
Turret heavy flamer, Hull-mounted heavy flamer, pintle-mounted
storm bolter, dozer blade, extra armour, searchlight, smoke launchers
MORDANT 13TH VETERAN GUARDSMEN AND REGIMENTAL ADVISORS

WS BS S T W I A LD SV SPECIAL RULES:
Amphibious, Mobile Command Vehicle
4 4 3 3 1 3 1 7 4+

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