I worked out the 2 variants. Each has its benefits, and you can only have 1 capitol imperialis, and it is limited to armies of 4000 points or more.
My 2 variants
0 – 1 (only 1 per army of 4000 points or more). Capitol Imperialis (Brigade Command) 550 points. Notes: Damage Capacity 10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Inspiring, Supreme Commander. War Engine move 10cm, Save 4+, CC 6+, FF 5+. Advanced Defence System (15cm) Close Combat AND/OR Small Arms. Weapons 4XLascannon 45cm AT4+ 4xHeavy Bolter 30cm AP5+ Volcano Cannon Turret mounted (90cm) MW2+, TK (D3) Critical Damage: Internal explosions cause an extra point of damage and inflict hits on D6 transported units (Determine randomly which specific units are hit). If destroyed, all allied formations in LoS take a Blast marker.
0 – 1 (only 1 per army of 4000 points or more) Capitol Imperialis (Planetary Command) 600 points Notes: Damage Capacity 10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Inspiring, Supreme Commander, increases Strategy rating to 4, adds an additional re-roll per turn from the supreme commander ability. War Engine move 10cm, Save 4+, CC 6+, FF 5+. Advanced Defence System (15cm) Close Combat AND/OR Small Arms. Weapons 4XLascannon 45cm AT4+ 4xHeavy Bolter 30cm AP5+ Behemoth Cannon 75cm 6BP Indirect Fire Critical Damage: Internal explosions cause an extra point of damage and inflict hits on D6 transported units (Determine randomly which specific units are hit). If destroyed, all allied formations in LoS take a Blast marker.
_________________ 6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.
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