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====Malcador family==== These are the Guard's entry-level super-heavies. They're cheap enough that you could reasonably bring one to a 1850-point game, and you (probably) won't even lose any friendships over it. *'''[[Malcador Heavy Tank|Malcador]]:''' At first glance, the vanilla Malcador doesn't seem to stack up well against a Leman Russ. You're spending 50% more for similar armament and less armor; worse, the battle cannon is in a weird limited-traverse casemate, and the sponsons can't train forward. Sure, it's got twice the hull points, but still, why would you buy this stupid thing?<br />''You'd buy it because it's a super-heavy, dumbass.'' It can fire each of its guns at different targets with full BS, it can't be immobilized, and Rams/Tank Shocks are terrifying. It also ignores most of the Vehicle Damage Table, and an Explodes! roll just strips more hull points instead. It's also cheap enough to fit into reasonably-sized games where you'd usually forget you even HAVE a Lord of War slot. *'''Malcador Defender:''' Instead of a Battle Cannon, has a bunker on the top with five Heavy Bolters all around and a Demolisher Cannon in the hull. *'''Malcador Annihilator:''' Has a twin-linked Lascannon turret weapon, and a hull-mounted Demolisher Cannon. May feel a bit schizophrenic despite seeming like a mainly anti-vehicle platform. *'''Malcador Infernus:''' Take a Malcador, throw out the turret, and give it a Titan-sized Inferno Cannon. It's a GIANT flamethrower tank, like a Hellhound on steroids. [[Great Crusade|Back in the day]], the [[Solar Auxilia]] knew how to make this bad boy fire Torrents; in modern times, the Adeptus Mechanicus has, appropriately, forgotten what 'torrent' means. Undaunted, the tank's machine spirit steps up its game and performs ''better'' than a Torrent weapon; instead of using the Torrent rule, the weapon's description instructs you to place the enormous S7 AP3 Hellstorm template up to ''18"'' from the gun's muzzle, with the wider end no closer than the narrow end. AP3 not good enough for you? Swap it out for the chemical variant for the same Hellstorm attack but at AP2 with Poisoned 2+. This thing is a nightmare for your opponent, but will justifiably draw fire due to its lower-than-a-Russ armor values. If you can maneuvre it well, however, it will earn its relatively low points cost back in a heartbeat. Also has sponson weapon options, which are good for finishing up the burned up squads. *'''[[Dohohoho|Valdor]] Tank Hunter:''' Like a smaller Shadowsword, or specifically, like a bigger Destroyer Tank Hunter. It has a massive laser cannon. Has a single sponson mounted awkwardly on one side, firing arcs make it only useful for self-defense. Suffers slightly from the Vanquisher Syndrome of not being able to target enough things fast enough and having only has BS3. It does possess primary weapon D3 which vastly increases chances of successful penetration (Or Primary weapon 1 if you go by IAA rather than IAIG2nd), and AP1 highly increases chance of of the enemy vehicle being destroyed outright. *'''Minotaur Artillery Tank:''' Basilisk on crack. Carries two [[Basilisk]] cannons on a Malcador hull. Don't ask why. Ask: "Why not?" Its blast is 7" and twin-linked with the drawback of being unable to fire directly (meaning 24" minimum range always). Also is [[Derp|built backwards]] meaning it has higher rear armour than on its front or sides, perhaps one of the few examples of Imperial technology which implies retreat is a valid tactic.
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