CODEX
IMPERIAL GUARD
Imperial Guard Armoury Banner of Cadia: This combines the effects of a Commanders Standard and a Regimental Standard. Battle Claw: Yarrick may make attacks as either power fist or power weapon attacks (choose at the beginning of each Assault phase). Bionic arm: This is a power fist that strikes in Initiative order. In addition, the model has a 6+ Invulnerable save. Camo-Cloak: A model with this has the Stealth special rule. Carapace Armour: The model has a 4+ armour save. Combi-Weapon: A combi-weapon is a bolter with one of the following one shot weapons built in: flamer, grenade launcher, meltagun, plasma gun. You may not use both weapons in the same turn. Company Standard: All friendly units with a model within 12'' of the banner may re-roll of failed Leadership based tests, except Psychic tests. Combat Shield: The model has a 5+ Invulnerable save in close combat. This does not count as a close combat weapon. Commanders Standard: This banner has the same effect as a Company Standard, and in addition to this effect, all models in the Standard Bearer's unit add 1 to their Attack characteristic. Demolition Charge: A Demolition Charge is a one use only weapon. It is a ordnance weapon that may be used in the turn a model has moved. Place the Large Blast template as you would normally and then scatter it. Range Str AP Type Demolition Charge 6'' 8 2 Ordnance 1, Large Blast Eviscrator: This is a two-handed power weapon that treats the model as a Monstrous Creature when attacking vehicles. Flak Armour: The model has a 5+ armour save. Flak Vest: The model has a 6+ armour save. Force field: Whenever Yarrick is hit, roll a D6 and deduct the roll from the Strength of the attack. If reduced to 0 or less, the attack is stopped completely. Helm of Macharius: Macharius has a 3+ Invulnerable save. Holy Relic: Once during the game, the model may reveal he has a holy relic. This may be done in either players turn. On the turn it is revealed, all friendly models that are within 2D6'' of it gain +1 Attack for the rest of the turn. Hunting Lance: During the turn a unit with at least one model with hunting lances charge, you may elect to use the hunting lances. If you do so, all models with hunting lances strike at +2 Strength and Initiative, and count as being armed with a power weapon. Afterwards the hunting lance may not be used again. Master-Vox: This has the same effect as a vox-caster, except that the unit may lend it's Leadership to any number of squads in a turn. Medallion Crimson: A model with this is immune to Instant Death. Medi-Pack: A unit with a medi-pack may ignore the first failed save it suffers each turn. It may not be used against an attack that inflicts Instant Death, or a close combat attack that allows no Armour save. The medi-pack may not be used if the model is engaged with an enemy model. Refractor Field: The model has a 5+ Invulnerable save. Regimental Standard: All friendly units with a model within 12'' of the banner are Fearless. Ripper Gun: A Ripper Gun is a two-handed close combat weapon that adds +1 Strength to an Ogryn using it in close combat, and treats them as wielding a Heavy Close Combat Weapon. Rosarius: The model has a 4+ Invulnerable save. Servo-Arm: A Servo-Arm grants the model one additional close combat attack, made at Initiative 1 and Strength 8, ignoring Armour Saves. Servo-Harness: A Servo-Harness gives the Techpriest an extra Servo-Arm (giving him two ServoArm attacks), a plasma cutter (which can be fired in the Shooting phase as a twin-linked plasma pistol, but which can't be used in close combat) and a flamer. In the shooting phase the Techpriest
may fire both harness-mounted weapons or one harness-mounted weapon and one of his personal weapons. A Techpriest with a Servo-Harness may re-roll the dice when attempting to repair a damaged vehicle. Signum: Once per turn, the model or any model in his unit may re-roll one to hit dice in the Shooting Phase. Storm Shield: The model has a 4+ Invulnerable save in close combat. This requires one hand to use This means that the model may never claim the +1 Attack bonus for being armed with two close combat weapons. Sword of Heironymo: This is a master-crafted power sword that counts as a trademark icon. In addition, the user gains +1 Strength and Initiative. Targetter: When shooting, a model with a targetter may measure to see if they are in range before declaring their target. Trademark Item: A unit led in person by a model with a trademark item may re-roll any failed Morale of Pinning checks that it suffers. However, if the model is slain, the unit must pass a Morale test to avoid falling back. Twin Matched Hellpistols: These are twin-linked hellpistols that count as additional close combat weapon. In addition, these count as a trademark item. Vox-Caster: One squad per turn may use another units Leadership with the Rites of Command rule, even if the unit with the Leadership they are trying to use is in reserves etc.
Special Rules Amphibious: Chimeras treat all water features as clear terrain when they move. Blessing of the Omnissiah: See DA for now (sorry...) Bodyguard: If the model is within 2'' of his Officer, he may take any shooting hit instead of the Officer. In addition, in the Assault phase, after models have moved but before combats are resolved, the Bodyguard and his Officer may swap places with each other (ie, the Bodyguard will fight whoever the commander was fighting while the commander takes on the Bodyguard's foes). Bulky: Models with this rule use up two transport spaces. Chain of Command: While the Command squad is alive, the model must maintain unit coherency with it, and will no leave it. Close Order Drill: A unit with Close Order Drill gains +1 to their Ballistic Skill, Initiative and Leadership. A unit only benefits from this rule if all models in the unit are in base to base contact with one another. Crazy: When attacking a sentry, the alarm is only raised on a 6. Kage has a 5+ Invulnerable save. Deadly Assault: When Macharius charges, he gains +D3 Attacks instead of +1. Fanatical: The Priest and any model in the unit he is with may re-roll any failed to hit rolls in the turn they charge. Front-liner: The model, and every model in his unit gain +1 Attack in the turn they charge. Go to Ground: If a Ratling Squad is in cover they do not take Morale tests from shooting (they may still be Pinned). Hardened Fighters: Models with this rule gain +1 to their Weapon Skill. Harsh Discipline: Schaeffer, Kage and all sub-units are Fearless while Schaeffer is alive. Master Strategist: If Macharius and/or Creed is present then you may choose to go first in any mission where this is normally decided randomly. Inspiring: The model, and any unit he leads, is Fearless. Iron Discipline: The Officer, and any model in the same unit has him, doesn't suffer negative Morale modifiers, and may regroup even if below half strength. It's For Your Own Good!: A Psyker who suffers a Perils of the Warp attack while a Commissar is in the same unit as him, the Commissar executes the Psyker immediately. The power the Psyker was attempting does not work. Jungle Fighters: A model with this rule gains the following benefits: - Can see through 12'' of wooded or jungle terrain - Receive a 4+ Cover save when in wooded or jungle terrain - Ignore wooded and jungle terrain when moving - Infiltrate if they deploy in a wood or jungle - May instead of arming their heavy weapon platoon with one of the weapons listed, may instead give one of them a heavy flamer for 10 pts - Except for Straken, all models replace their flak armour for a flak vest - May not be given carapace armour, lascannons or be mounted in a transport vehicle. Light Infantry: A model with this rule gains the following benefits: - Move Through Cover - Infiltrate - May instead of arming their heavy weapon platoon with one of the weapons listed, may instead give both members of the team with a sniper rifle for 10 pts per heavy weapon team - May not be given carapace armour or be mounted in a transport vehicle Loyal: Nork must always try to remain within 2'' of the Officer he was bought for. As long as the Officer is alive, both he and Nork are Fearless. Righteous Fury: As long as the Priest is in a unit, the Priest and his unit gain the Fleet rule. Rites of Command: Any friendly unit with a model within 12'' of the High Commander may use his Leadership for all Leadership based tests except Psychic tests. Sub-Units: At the start of any game, you can break the Last Chancers (including Kage and Schaeffer), into a maximum of five sub-units. Each sub-unit can include any number of models,
except that they must have a minimum of 1 model. Members of the same heavy weapon team must be in the same sub-unit, and no sub-unit may have more than one demolition charge. Every sub-unit is treated as a separate unit for all game purposes from that point, and counts as a scoring unit if it has half or more of its starting models, etc. For Victory Points purposes, each sub-unit is worth a number of Victory Points equal to the total value of the Last Chancers divided by the number of sub-units that you started with. Summary Execution: If a unit with a Commissar fails a Morale check, the Commissar with execute the Officer or Sergeant leading the squad. Remove the executed model as a casualty. The unit in question is then assumed to have the Morale test after all, and continues to fight under the leadership of the Commissar. As long as a Commissar is in the squad, add +1 to the Leadership of the model leading the squad, to a maximum of 10. Supreme Commander: The model, the unit he leads, and all friendly units with a model within 12'' of him are Fearless.
Psychic Powers Telepathic Order: If the Sanctioned Psyker is in the same squad as a model with the Rites of Command or Rites of Command rule, the radius is extended to 18'' instead of 12''. This power is available permanently, so the Sanctioned Psyker does need to take a Psychic test to use it. Telepathic Ward: : If the Sanctioned Psyker, or the unit he is with, is targeted by a Psychic Power, you may roll a D6. On the roll of a 4+ the power is cancelled. This power is available permanently, so the Sanctioned Psyker does need to take a Psychic test to use it. Machine Curse: The Sanctioned Psyker may make a Psychic Test at the start of any Assault Phase in which he is engaged with a vehicle. Instead of attacking normally, he makes one attack against the vehicle. If it hits, roll a D6 and to determine the effect: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit. Psychic Lash: The Sanctioned Psyker may make a Psychic Test at the start of any Assault Phase. If successful, instead of making his normal amount of attacks he may make D3 attacks at Strength 5 with his Force Weapon. These attacks may target any enemy model in the combat, regardless of whether he could normally target them. Warp Shield: The Sanctioned Psyker, and any unit he is with, have a 5+ Invulnerable save against shooting attacks. This power is available permanently, so the Sanctioned Psyker does need to take a Psychic test to use it. Lightning Arc: This power is used in the Imperial Guard Shooting phase instead of firing a normal weapon, and requires the Sanctioned Psyker to make a successful Psychic test. Range Str AP Type 24'' 4 5 Assault D6
Orderlies Staff Officer: For every Staff Officer in the squad, you gain one of the following effects (they are cumulative): - 1 Officer: Every squad in the army with a vox-caster also counts as having a scanner. - 2 Officers: The result of any Barrage Scatter dice may be re-rolled (you must accept the second result). - 3 Officers: Any failed Reserves rolls may be re-rolled (you must accept the second result). Master Astropath: He counts as a Psyker and has a Psychic Hood. If you have 2 Master Astropaths, you may re-roll the D6 (you must accept the second result). If you have 3 Master Astropaths in the squad, all Psykers in the squad count as having power weapons. Scribe Historicus: The High Command squad have the Furious Charge and Counter Attack special rules. If you have two Scribe Historicus in the unit, all friendly units with a model within 12'' of the Scribe Historicus benefit from this ability. Batman: If a model in the same squad as a batman suffers a wound, you may allocate the wound to a batman. This must be done before any Saving throws are attempted. Sage: If accompanied by at least 1 Sage, the entire squad benefits from +1 BS while the Sage is alive. If there is more than one Sage in the squad, a squad member may re-roll a failed to hit in the Shooting phase (you must accept the second result). This can only be done once for each squad member in each turn. Pastor: If accompanied by a Pastor, the entire unit is Stubborn. If two Pastors are in the squad, the squad is Fearless.
Vehicle Upgrades and Equipment Additional Weapons: A Sentinel with these gain +1 Attack. Armoured Crew Compartment: The vehicle no longer counts a Open-topped vehicle. Extra Armour: The vehicle treats 'Crew Stunned' results as 'Crew Shaken' results instead. Improved Comms: The Imperial Guard player may re-roll one Reserves roll per turn for every Improved Comms in the army, and to re-roll the dice when checking to see if an enemy unit or obstacle is hit by a preliminary bombardment. Hunter-killer Missile: These missiles are treated as krak missiles with an unlimited range that may be used only once per battle. Roll to hit and wound or to penetrate armour as usual. Mine Sweeper: The vehicle can enter a minefield without being attacked. Any minefield that the vehicles moves across is cleared and removed from play. In addition, the vehicle may re-roll Dangerous Terrain tests. Pintle-mounted weapon: Pintle-mounted weapons are treated as an additional weapon, with the profile of a normal weapon of the type bought, which can always be fired in addition to other weapons if the vehicle did not move more than 6''. Power lifter: A power lifter is treated as a Dreadnought Close Combat weapon that adds +1 to the Sentinels Attacks. Rough Terrain Modification: They allow a vehicle moving no further than 6'' that turn to re-roll a failed Difficult Terrain test. Searchlight: Searchlights are of use when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the Night Fighting rules to pick a target but, having fired at the unit, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting rule. However, a vehicle using a searchlight can always be targeted during the following enemy turn, ignoring the Night Fighting rules, as the enemy see the searchlight. Track Guards: The vehicle treats 'Immobilised' results as 'Crew Stunned' instead, on a D6 roll of 4+. This result applies even if the vehicle has extra armour.
HQ Lord Commander Solar Macharius Pts 180
WS 5
BS S T W I A Ld Sv Macharius 5 3 4 4 4 3 10 4+ Unit Composition: Wargear: army, all friendly units 1 Lord Commander Solar Master-crafted bolt pistol gain the Close Order Macharius Master-crafted power Drill special rule. Unit Type: weapon Special Rules: Infantry Carapace armour Independent Character Individual: Helm of Macharius Deadly Assault An army can only Medallion Crimson Furious Charge include one Lord Trademark item Master Strategist Commander Solar Army Organisation: Supreme Commander Macharius If Macharius is in the
Ursarkar Creed and Jarran Kell Pts WS BS S T W I A Ld Sv Creed 150 4 5 3 3 3 4 3 10 4+ Kell 5 5 3 3 3 4 3 8 4+ Unit Composition: Individual: Banner of Cadia 1 Ursarkar Creed An army can only Army Organisation: 1 Jarran Kell include one Creed and If Creed is in the army, May replace the High Kell you may take Storm Commander of a High Wargear: Troopers as a Troops Command Squad. If you Creed: choice as well as an do so, Creed gains the Twin matched hellpistols Elites choice. In addition, Chain of Command Frag grenades any Officer may be given special rule. The High Krak grenades the Iron Discipline Command chosen Medallion Crimson special rule for 10 pts. because of this uses the Carapace armour Special Rules: same Force Organisation Refractor field Independent Characters chart selection as Creed Kell: Iron Discipline and Kell. You may not Power fist Rites of Command include another High Power sword Creed: Command Squad if you Bolt pistol Master Strategist do this. Carapace armour Kell: Unit Type: Medallion Crimson Bodyguard Infantry Master-vox
Commissar Yarrick Pts 160
WS 5
Yarrick Unit Composition: 1 Commissar Yarrick Unit Type: Infantry Individual: An army can only include one Commissar Yarrick Wargear:
BS 5
S T W 3 4 3 Master-crafted storm bolter Laspistol Battle claw Frag grenades Krak grenades Medallion Crimson Carapace armour Refractor field
I 4
A Ld Sv 4 10 4+ Force field Army Organisation: If Yarrick is in the army, you may give any Imperial Guard unit the Preferred Enemy special rule for 10 pts per unit. Special Rules: Independent Character
Inspiring
Furious Charge
It's For Your Own Good
Colonel-Commissar Ibram Gaunt Pts 85
WS 5
BS 5
S T W I A Ld Sv Gaunt 3 3 3 4 3 10 4+ Unit Composition: Bolt pistol any Imperial Guard unit 1 Colonel-Commissar Frag grenades may be equipped with a Ibram Gaunt Krak grenades camo-cloak for 10 pts per Unit Type: Carapace armour unit. Infantry Camo-cloak Special Rules: Individual: Army Organisation: Independent Character An army can only If Gaunt is in the army, Inspiring include one Colonelyou may give any It's For Your Own Good Commissar Ibram Gaunt Imperial Guard unit the Front-liner Wargear: Light Infantry rule for 10 Light Infantry Sword of Heironymo pts per unit. In addition,
Captain Al'Rahem Pts WS BS S T W Al'Rahem 110 5 4 3 3 3 Unit Composition: Master-crafted plasma 1 Captain Al'Rahem pistol Unit Type: Frag grenades Infantry Krak grenades Individual: Flak armour An army can only Refractor field include one Captain Camo-cloak Al'Rahem Trademark item Wargear: Army Organisation: Master-crafted power If Al'Rahem is in the sword army, you may take
I 4
A Ld Sv 3 9 5+ Rough Rider squads as a Troops choice as well as a Fast Attack choice. In addition, any unit in the army may be given the Hardened Fighters rule for 10 pts per unit. Special Rules: Independent Character Furious Charge Rites of Command
Colonel 'Iron Hand' Straken Pts 120
WS 5
BS S T W I A Ld Sv Straken 4 3 4 3 4 3 10 5+ Unit Composition: Wargear: you may give any 1 Colonel 'Iron Hand' Plasma pistol Imperial Guard unit the Straken Shotgun Jungle Fighters rule for Unit Type: Bionic arm 10 pts per unit. Infantry Flak armour Special Rules: Individual: Camo-cloak Independent Character An army can only Trademark item Furious Charge include one Colonel 'Iron Army Organisation: Inspiring Hand' Straken If Straken is in the army, Jungle Fighter
Colonel Schaeffer's Last Chancers Pts 75 35 13
Schaeffer Kage Last Chancer Unit Composition: 1 Colonel Schaeffer
WS 5 4 3
BS 4 4 4
S T W 3 3 3 3 3 2 3 3 1 1 Lieutenant Kage 4-20 Last Chancers
I A Ld 4 3 9 4 3 8 3 2 8 Unit Type: Infantry
Sv 4+ 5+ 5+
Individual: An army can only include one Colonel Schaeffer and Lieutenant Kage Wargear: Lasgun Bolt pistol Close combat weapon Frag grenades Krak grenades Flak armour Schaeffer: Power sword Plasma pistol Carapace armour Medallion Crimson Special Rules: Sub-Units Infiltrate Deep Strike Colonel Schaeffer: Independent Character Harsh Discipline Lieutenant Kage: Independent Character Crazy Options: A Last Chancer may become a heavy weapon crew by swapping his lasgun with one of the following weapons. For every Last Chancer with a heavy weapon, there must be one Last Chancer with a lasgun in the squad.: - Heavy bolter for 10 pts per heavy weapon team
- Mortar for 10 pts per points heavy weapon team - Psychic Lash for 25 - Missile launcher for 15 points pts per heavy weapon - Warp Shield for 25 team points - Autocannon for 15 pts - Lightning Arc for 30 per heavy weapon team points - Lascannon for 25 pts Any Last Chancer may per heavy weapon team swap his laspistol with Any Last Chancer may one of the following: swap his lasgun for one - Bolt pistol for 1 pt of the following: - Power weapon for 5 pts - Flamer for 5 pts - Power fist for 15 pts - Grenade launcher for 6 - Plasma pistol for 15 pts pts Any Last Chancer may - Sniper rifle for 8 pts swap his close combat - Meltagun for 10 pts weapon with one of the - Demolition charge for following 10 pts - Power weapon for 5 pts - Plasma gun for 15 pts - Power fist for 15 pts Any Last Chancer may Any Last Chancer may take one of the following: take one of the following: - Combat shield for 5 pts - Storm bolter for 5 pts - Storm shield for 10 pts - Combi-weapon for 10 One Last Chancer per pts sub-unit may be Any Last Chancer may upgraded to a Medic with replace flak armour with a medi-pack for 5 pts carapace armour for 5 pts Any Last Chancer with a Any Last Chancer may lasgun may be given a take any of the following: vox-caster for 5 pts. - Melta bombs for 5 pts Any Last Chancer with a - Refractor field for 15 lasgun may be upgraded pts to a Psyker with one of - Trademark item for 10 the following: pts - Telepathic Order for 15 Transport: points Each Sub Unit may select - Telepathic Ward for 20 a Chimera as a dedicated points transport vehicle - Machine Curse for 20
High Command Squad High Commander 0-4 Servitors Grenadier Master Astropath Scribe Historicus Pastor Veteran Staff Officer Guardsman
Pts 50 25 10 10 10 10 8 8 6
WS 4 4 3 3 3 4 3 3 3
BS 4 4 4 2 3 3 4 3 3
S 3 3 3 3 3 3 3 3 3
T 3 3 3 3 3 3 3 3 3
W 3 1 1 1 1 1 1 1 1
I 4 3 3 3 3 3 3 3 3
A 3 1 1 1 1 2 2 1 1
Ld 10 8 8 8 8 8 8 8 7
Sv 5+ 4+ 4+ 6+ 6+ 5+ 5+ 5+
Batman 6 3 Unit Composition: 1 High Commander 4-11 aides chosen from the list above. You may only choose up to three of each type of Orderly Unit Type: Infantry Individual: An army can only include one High Commander Squad Wargear: Laspistol Close combat weapon Frag grenades Krak grenades Flak armour Grenadiers replace laspistol and flak armour with hellgun, targetter and carapace armour Guardsmen replace laspistol with a lasgun Veterans have a lasgun Servitors replace laspistol, frag grenades, krak grenades and flak armour with a servo-arm Special Rules: High Commander: Independent Character Rites of Command Chain of Command Options: The High Commander may swap his laspistol with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The High Commander may swap his close combat weapon with one of the following - Power weapon for 5 pts
3
3 3 1 3 1 8 6+ - Power fist for 15 pts replace their close The High Commander combat weapon with one may take one of the of the following: following: - Power weapon for 5 pts - Storm bolter for 5 pts - Power fist for 15 pts - Combi-weapon for 10 Up to two Veterans may pts replace his lasgun with The High Commander one of the following may replace flak armour weapons: with carapace armour for - Plasma gun for 15 pts 5 pts - Meltagun for 10 pts The High Commander - Grenade launcher for 6 may take any of the pts following: - Flamer for 5 pts - Macharian cross for 20 One Veteran may be pts upgraded to a Medic with - Melta bombs for 5 pts a medi-pack for 5 pts - Refractor field for 15 One Veteran may be pts upgraded to a Tech- Trademark item for 10 Adept, replacing their pts flak armour with power Up to four Guardsmen armour and their lasgun may replace their lasguns and close combat weapon with one of the following with a power weapon for weapons: 15 pts. Tech-Adepts have - Flamer for 5 pts the Blessing of the - Grenade launcher for 6 Omnissiah special rule. pts One Veteran may be - Meltagun for 10 pts upgraded to a Standard - Plasma gun for 15 pts Bearer carrying a One Guardsman with a Company Standard for 10 lasgun may be equipped pts. with a master-vox for 15 The Standard Bearer may points. replace the Company Any Servitor may replace Standard with one of the it's servo arm with one of following: the following: - Commanders Standard - Heavy bolter for no for 10 pts additional cost - Regimental Standard for - Multi-melta for no 10 pts additional cost Transport: - Plasma cannon for 10 The High Command pts per model Squad may select a Up to two Veterans may Chimera or Eagle Carrier replace their laspistol as a dedicated transport with a plasma pistol for vehicle 15 pts Up to Veterans may
Command Platoon Pts
WS
BS
S
T
W
I
A
Ld
Sv
Heroic Senior Officer 50 4 4 3 3 3 4 Senior Officer 35 4 4 3 3 2 4 Junior Officer 20 3 3 3 3 1 3 Ogryn 30 4 3 5 5 3 3 Grenadier 10 3 4 3 3 1 3 Veteran 8 3 4 3 3 1 3 Guardsman 6 3 3 3 3 1 3 Unit Composition: choice as well as an 1 Officer (Junior Officer, Elites choice. In addition, Senior Officer or Heroic any Infantry unit with Senior Officer) flak armour may replace 4 models from the their flak armour with following list: carapace armour for 20 - Ogryn pts per unit. - Grenadier If a Heroic Senior Officer - Veteran is in the army and has - Guardsman only Veterans in his Unit Type: Command Platoon, you Infantry may take Hardened Wargear: Veterans as a Troops Laspistol choice as well as a Elites Close combat weapon choice. In addition, any Frag grenades Infantry unit may replace Krak grenades their lasguns with a close Flak armour combat weapon for 1 pt Senior Officers and per model. Herioc Senior Officers If a Heroic Senior Officer replace flak armour with is in the army and has carapace armour only Guardsmen in his Grenadiers replace Command Platoon, you laspistol and flak armour may give all Infantry with hellgun, targetter models with a Ballistic and carapace armour Skill of 3 the Guardsmen replace Sharpshooters special laspistol with a lasgun rule for 10 pts per unit. Veterans have a lasgun If a Heroic Senior Officer Ogryns replace laspistol, is in the army and has close combat weapon and only Ogryns in his krak grenades with a Command Platoon, you ripper gun may take Ogryn Squads Special Rules: as a Troops choice as Officer: well as an Elites choice. Independent Character If a Heroic Senior Officer Rites of Command is in the army and is Chain of Command mounted in a Eagle Army Organisation: Carrier, you may take If a Heroic Senior Officer Drop Troops as a Troops is in the army and has choice as well as a Fast only Storm Troopers in Attack choice. his Command Platoon, Options: you may take Storm The Officer may swap his Troopers as a Troops laspistol with one of the
3 9 4+ 3 8 4+ 2 8 5+ 3 8 5+ 1 8 4+ 2 8 5+ 1 7 5+ following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Officer may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Officer may take one of the following: - Storm bolter for 5 pts - Combi-weapon for 10 pts The Officer may replace flak armour with carapace armour for 5 pts The Officer may take one of the following: - Combat shield for 5 pts - Storm shield for 10 pts The Officer may take any of the following: - Macharian cross for 20 pts - Melta bombs for 5 pts - Refractor field for 15 pts - Trademark item for 10 pts Two Guardsmen or Veterans may become a heavy weapon crew by swapping their lasguns with one of the following weapons: - Heavy bolter for 10 pts per heavy weapon team - Mortar for 10 pts per heavy weapon team - Missile launcher for 15 pts per heavy weapon team - Autocannon for 15 pts
per heavy weapon team - Lascannon for 25 pts per heavy weapon team Any Guardsman may replace his lasgun with one of the following weapons: - Flamer for 5 pts per model - Grenade launcher for 6 pts per model - Meltagun for 10 pts per model - Plasma gun for 15 pts per model One Guardsman with a lasgun may be equipped with a master-vox for 15 points. Up to two Veterans may replace their laspistol with a plasma pistol for 15 pts Up to Veterans may replace their close combat weapon with one of the following: - Power weapon for 5 pts
per model with a power weapon for - Power fist for 15 pts per 15 pts. Tech-Adepts have model the Blessing of the Any Veteran may take Omnissiah special rule. one of the following: One Veteran may be - Combat shield for 5 pts upgraded to a Standard - Storm shield for 10 pts Bearer carrying a Up to two Veterans may Company Standard for 10 replace his lasgun with pts. one of the following The Standard Bearer may weapons: replace the Company - Flamer for 5 pts per Standard with one of the model following: - Grenade launcher for 6 - Commanders Standard pts per model for 10 pts - Meltagun for 10 pts per - Regimental Standard for model 10 pts - Plasma gun for 15 pts One Command Platoon per model in the army may include One Veteran may be Nork Deddog for 55 pts upgraded to a Medic with Transport: a medi-pack for 5 pts The Command Platoon One Veteran may be may select a Chimera or upgraded to a TechEagle Carrier as a Adept, replacing their dedicated transport flak armour with power vehicle armour and their lasgun and close combat weapon
Command Tank Armour S R Command Tank 12 10 Unit Composition: choice as well as an 1 Command Tank Heavy Support choice. Unit Type: Options: Vehicle (Tank) Must be equipped with Wargear: one of the following hull Battle cannon mounted weapons: Smoke launchers - Heavy flamer for 5 pts Searchlight - Heavy bolter for 10 pts Army Organisation: - Lascannon for 20 pts If a Command Tank is in May take side sponsons the army, you may take equipped with a pair of Leman Russ Battle Tanks the following weapons: as a Troops choice as - Heavy flamers for 10 well as an Heavy Support pts choice. - Heavy bolters for 15 pts For every Command - Multi-meltas for 25 pts Tank in the army, you - Plasma cannons for 35 may take 1 Leman Russ pts Demolisher as a Troops May take any of the Pts 220
BS 4
F 13
following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts - Rocket pods for 15 pts
Support Platoons A Imperial Guard may include one Support Platoon for every Command Platoon that it includes. Support Platoons do not use up any Force Organisation chart selections, but is otherwise treated as a separate HQ unit. Support Platoons are deployed as a single unit, but do not need to be placed together and operate independently during the game. Pts WS BS S T W I A Ld Sv Guardsman 6 3 3 3 3 1 3 1 7 5+ Armour Pts WS BS S F S R I A Sentinel 40 3 3 5 10 10 10 3 1 Unit Composition: heavy weapon team it's heavy flamer with one 1-5 Support squads of 6 - Heavy bolter for 10 pts of the following Guardsmen per heavy weapon team weapons: Up to 1 Sentinel Support - Missile launcher for 15 - Multi-laser for 5 pts squadron of 1-3 Sentinels pts per heavy weapon - Autocannon for 10 pts Unit Type: team - Missile launcher for 10 Guardsmen: - Autocannon for 15 pts pts Infantry per heavy weapon team - Lascannon for 15 pts Sentinel: - Lascannon for 25 pts - Power lifters for 15 pts Vehicle (Walker, Openper heavy weapon team Any Sentinel may take topped) Any Guardsman may any of the following: Wargear: replace his lasgun with - Rough terrain Guardsmen: one of the following modifications for 5 pts Lasgun weapons: - Armoured crew Close combat weapon - Flamer for 5 pts per compartment for 10 pts Frag grenades model - Extra armour for 10 pts Krak grenades - Sniper rifle for 5 pts per - Additional weapons for Flak armour model 10 pts Sentinel: - Grenade launcher for 6 - Hunter-killed missile Heavy flamer pts per model for 15 pts Smoke launchers - Meltagun for 10 pts per - Improved comms for 15 Searchlight model pts Special Rules: - Plasma gun for 15 pts - Rocket pods for 15 pts Sentinel: per model Transport: Scout One Guardsman per Each Support Squad may Options: support squad may select a Chimera or Eagle Every two Guardsmen replace his lasgun with a Carrier as a dedicated may become a heavy demolition charge for 10 transport vehicle weapon crew by pts Each Sentinel may select swapping their lasguns Any Guardsman may be a Eagle Carrier as a with one of the following given melta bombs for 5 dedicated transport weapons: pts per model vehicle - Mortar for 10 pts per Any Sentinel may replace
Sanctioned Psyker Detachment A Sanctioned Psyker does not use up any Force Organisation Chart selections, but is otherwise treated as a separate HQ unit. Sanctioned Psykers are deployed as a single unit, but do not need to be placed together and operate independently during the game. Pts WS BS S T W I A Ld Sv Sanctioned Psyker 30 3 3 3 3 1 3 1 8 5+ Unit Composition: 1-5 Sanctioned Psykers Unit Type:
Infantry Individual: An army can only include one Sanctioned Psyker Detachment. Wargear: Laspistol Force weapon Flak armour Special Rules: Independent Character
It's For Your Own Good! Psyker Options: A Sanctioned Psyker must be given one of the following Psychic Powers: - Telepathic Order for 5 points - Telepathic Ward for 10 points
- Machine Curse for 10 points - Psychic Lash for 15 points - Warp Shield for 15 points - Lightning Arc for 20 points May be given carapace armour for 5 pts
Commissar Detachment A Commissar does not use up any Force Organisation Chart selections, but is otherwise treated as a separate HQ unit. Commissars are deployed as a single unit, but do not need to be placed together and operate independently during the game. Pts WS BS S T W I A Ld Sv Commissar 30 4 4 3 3 2 4 2 10 5+ Unit Composition: It's For Your Own Good! following: 1-5 Commisars Summary Execution - Storm bolter for 5 pts Unit Type: Options: - Combi-weapon for 10 Infantry May swap his laspistol pts Individual: with one of the May replace flak armour An army can only following: with carapace armour for include one Commissar - Bolt pistol for 1 pt 5 pts Detachment. - Power weapon for 5 pts May take any of the Wargear: - Power fist for 15 pts following: Laspistol - Plasma pistol for 15 pts - Macharian cross for 20 Close combat weapon May swap his close pts Frag grenades combat weapon with one - Melta bombs for 5 pts Krak grenades of the following - Refractor field for 15 Flak armour - Power weapon for 5 pts pts Special Rules: - Power fist for 15 pts - Trademark item for 10 Independent Character May take one of the pts
Priestly Delegation A Priest does not use up any Force Organisation Chart selections, but is otherwise treated as a separate HQ unit. Priests are deployed as a single unit, but do not need to be placed together and operate independently during the game. Pts WS BS S T W I A Ld Sv Priest 35 4 3 3 3 2 4 3 8 Unit Composition: Laspistol One Priest may be given 1-5 Priests Close combat weapon a holy relic for 20 pts Unit Type: Eviscrator May be given any of the Infantry Special Rules: following: Individual: Independent Character - Rosarius for 20 pts An army can only Feel No Pain - Carapace armour for 5 include one Priestly Fanatical pts Delegation. Righteous Fury - Melta bombs for 5 pts Wargear: Options:
Nork Deddog, Ogryn Body Guard
Nork Deddog may only be taken as a additional member to another unit. He does not use up any Force Organisation chart selections. Pts WS BS S T W I A Ld Sv Nork 60 5 4 5 5 4 4 4 9 4+ Unit Type: Guard Special Rules: Infantry Wargear: Loyal Individual: Ripper gun Bodyguard An army can only Power fist Bulky include one Nork Carapace armour Deddog, Ogryn Body Helm of Macharius
ELITES Hardened Veterans Pts 8
WS 3
Veteran Unit Composition: 5-10 Veterans Unit Type: Infantry Wargear: Lasgun Laspistol Close combat weapon Frag grenades Krak grenades Flak armour Special Rule: Infiltrate Move Through Cover Options: Two Veterans may become a heavy weapon crew by swapping their lasguns with one of the following weapons: - Heavy bolter for 10 pts per heavy weapon team - Mortar for 10 pts per
BS 4
S T W I A Ld Sv 3 3 1 3 2 8 5+ heavy weapon team with a vox caster for 5 - Missile launcher for 15 points pts per heavy weapon Any Veteran may take team one of the following: - Autocannon for 15 pts - Storm bolter for 5 pts per heavy weapon team - Combi-weapon for 10 - Lascannon for 25 pts pts per heavy weapon team Any Veteran may take Up to three Veterans may any of the following: replace their close - Replace flak armour combat weapon or lasgun with carapace armour for with one of the following 5 pts weapons: - Melta bombs for 5 pts - Power weapon for 5 pts - Refractor field for 15 - Storm bolter for 5 pts pts - Plasma pistol for 15 pts - Trademark item for 10 - Power fist for 15 pts pts Any Veteran may take Transport: one of the following: The Hardened Veteran - Combat shield for 5 pts squad may select a - Storm shield for 10 pts Chimera or Eagle Carrier One Veteran with a as a dedicated transport lasgun may be equipped vehicle
Ogryns Pts Ogryn 30 Ogryn Bone 'ead 40 Unit Composition: 1 Ogryn Bone 'ead 2-9 Ogryns Unit Type: Infantry Wargear: Ripper gun
WS 4 4
BS 3 4
S T W 5 5 3 5 5 4 Frag grenades Flak armour Bone' ead replace flak armour with carapace armour Special Rules: Bulky
I A Ld Sv 3 3 8 5+ 3 4 9 4+ Options: The Bone 'ead may swap his ripper gun for a grenade launcher and power fist for 20 pts The Bone 'ead may given melta bombs for 5 pts
Storm Troopers Pts WS Storm Trooper 10 3 Trooper Sergeant 15 3 Unit Composition: 1 Trooper Sergeant 4-9 Storm Troopers Unit Type: Infantry Wargear: Hellgun
BS 4 4
S T W 3 3 1 3 3 1 Trooper Sergeant replaces hellgun with hellpistol and close combat weapon Targeter Frag grenades Krak grenades
I 3 3
A Ld Sv 1 8 4+ 2 8 4+ Carapace armour. Options: The Trooper Sergeant may swap his hellpistol with one of the following: - Bolt pistol for 1 pt
- Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Trooper Sergeant may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Trooper Sergeant may take one of the following: - Storm bolter for 5 pts - Combi-weapon for 10 pts The Trooper Sergeant
may take any of the pts per model following: - Meltagun for 10 pts per - Macharian cross for 20 model pts - Plasma gun for 15 pts - Melta bombs for 5 pts per model - Refractor field for 15 The entire unit may be pts given the Infiltrate - Trademark item for 10 Special Rule for +1 pt per pts model or the Deep Strike Up to two Storm rule for +2 pts per model Troopers may replace Transport: their hellguns with one of May be given a Chimera the following weapons: as a Dedicated Transport - Flamer for 5 pts per Vehicle model - Grenade launcher for 6
Ratling Squad Ratling Unit Composition: 3-10 Ratlings Unit Type: Infantry
Pts 10
WS 2
BS S T 4 2 2 Wargear: Sniper rifle Flak armour Special Rules:
W 1
I 4
A Ld Sv 1 6 5+ Infiltrate Move Through Cover Stealth Go to Ground
Techpriest Enginseer A Imperial Guard army may include one Techpriest for each vehicle chosen from the Elites, Fast Attack or Heavy Support sections of the army list (including dedicated transports, except for those given to a Techpriest). The Techpriest does not use up any Force Organisation Chart selections, but is otherwise as a separate Elites unit. Pts WS BS S T W I A Ld Sv Techpriest 70 3 4 3 4 2 3 2 9 2+ Servitor 25 4 4 3 3 1 3 1 8 4+ Unit Composition: Special Rules: the following: Techpriest Techpriest: - Heavy bolter for no May be accompanied by Independent Character additional cost 1-4 Servitors Blessing of the - Multi-melta for no Unit Type: Omnissiah additional cost Infantry Options: - Plasma cannon for 10 Wargear: Replace laspistol with a pts per model Laspistol plasma pistol for 15 pts Transport: Power weapon Replace servo-arm for a A Techpriest may select a Frag grenades servo-harness for 25 pts Chimera or Eagle Carrier Krak grenades May be given melta as a dedicated transport Artificer armour bombs for 5 pts vehicle Servo-arm Any Servitor may replace Signum it's servo arm with one of
TROOPS Infantry Platoon A Infantry Platoon consists of a Command Squad and 2-5 Infantry Squads. The entire Infantry Platoon use up one Troops choice on the Force Organisation chart. Infantry Platoons are deployed as a single unit, but do not need to be placed together and operate independently during the game. When rolling for reserves, roll once for the entire Infantry Platoon.
Command Squad Pts 20 30 10 8 6
WS 3 4 3 3 3
Junior Officer Ogryn Grenadier Veteran Guardsman Unit Composition: 1 Junior Officer 4 models from the following list: - Ogryn - Grenadier - Veteran - Guardsman Unit Type: Infantry Wargear: Laspistol Close combat weapon Frag grenades Krak grenades Flak armour Grenadiers replace laspistol and flak armour with hellgun, targetter and carapace armour Guardsmen replace laspistol with a lasgun Veterans have a lasgun Ogryns replace laspistol, close combat weapon and krak grenades with a ripper gun Special Rules: Junior Officer: Independent Character Rites of Command Chain of Command Options: The Junior Officer may swap his laspistol with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts
BS 3 3 4 4 3
S T W I 3 3 1 3 5 5 3 3 3 3 1 3 3 3 1 3 3 3 1 3 - Power fist for 15 pts - Plasma pistol for 15 pts The Junior Officer may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Junior Officer may take one of the following: - Storm bolter for 5 pts - Combi-weapon for 10 pts The Junior Officer may replace flak armour with carapace armour for 5 pts The Junior Officer may take any of the following: - Macharian cross for 20 pts - Melta bombs for 5 pts - Refractor field for 15 pts - Trademark item for 10 pts Two Guardsmen or Veterans may become a heavy weapon crew by swapping their lasguns with one of the following weapons: - Heavy bolter for 10 pts per heavy weapon team - Mortar for 10 pts per heavy weapon team - Missile launcher for 15 pts per heavy weapon team
A Ld Sv 2 8 5+ 3 8 5+ 1 8 4+ 2 8 5+ 1 7 5+ - Autocannon for 15 pts per heavy weapon team - Lascannon for 25 pts per heavy weapon team Any Guardsman may replace his lasgun with one of the following weapons: - Flamer for 5 pts per model - Grenade launcher for 6 pts per model - Meltagun for 10 pts per model - Plasma gun for 15 pts per model One Guardsman with a lasgun may be equipped with a master-vox for +20 points. Up to two Veterans may replace their laspistol with a plasma pistol for 15 pts Up to Veterans may replace their close combat weapon with one of the following: - Power weapon for 5 pts per model - Power fist for 15 pts per model Up to two Veterans may replace his lasgun with one of the following weapons: - Flamer for 5 pts per model
- Grenade launcher for 6 pts per model - Meltagun for 10 pts per model - Plasma gun for 15 pts per model One Veteran may be upgraded to a Medic with a medi-pack for 5 pts One Veteran may be upgraded to a Tech-
Adept, replacing their Company Standard for 10 flak armour with power pts. armour and their lasgun The Standard Bearer may and close combat weapon replace the Company with a power weapon for Standard with one of the 15 pts. Tech-Adepts have following: the Blessing of the Transport: Omnissiah special rule. The Command Squad One Veteran may be may select a Chimera as upgraded to a Standard a dedicated transport Bearer carrying a vehicle
Infantry Squad Pts WS Veteran Sergeant 12 3 Guardsman 6 3 Unit Composition: 1 Veteran Squad 4-9 Guardsmen Unit Type: Infantry Wargear: Lasgun Close combat weapon Frag grenades Krak grenades Flak armour Options: The Veteran Sergeant may swap his lagun with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Veteran Sergeant may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Veteran Sergeant may take one of the following:
BS 3 3
S T W I A Ld Sv 3 3 1 3 2 8 5+ 3 3 1 3 1 7 5+ - Storm bolter for 5 pts team - Combi-weapon for 10 - Autocannon for 15 pts pts per heavy weapon team The Veteran Sergeant - Lascannon for 25 pts may replace flak armour per heavy weapon team with carapace armour for One Guardsman may 5 pts replace his lasgun with The Veteran Sergeant one of the following may take any of the weapons: following: - Flamer for 5 pts per - Melta bombs for 5 pts model - Refractor field for 15 - Grenade launcher for 6 pts pts per model - Trademark item for 10 - Meltagun for 10 pts per pts model If the squad numbers ten - Plasma gun for 15 pts models, two Guardsmen per model may become a heavy One Guardsman with a weapon crew by lasgun may be equipped swapping their lasguns with a vox caster for 5 with one of the following points. weapons: Transport: - Heavy bolter for 10 pts The Infantry Squad may per heavy weapon team select a Chimera as a - Mortar for 10 pts per dedicated transport heavy weapon team vehicle - Missile launcher for 15 pts per heavy weapon
Armoured Fist Platoon Pts 12 6
Veteran Sergeant Guardsman Unit Composition: 1 Veteran Squad 4-9 Guardsmen
WS 3 3
BS S 3 3 3 3 Unit Type: Infantry Wargear:
T 3 3
W 1 1
I 3 3
A Ld Sv 2 8 5+ 1 7 5+ Lasgun Close combat weapon Frag grenades
Krak grenades Flak armour Options: The Veteran Sergeant may swap his lagun with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Veteran Sergeant may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Veteran Sergeant may take one of the following: - Storm bolter for 5 pts - Combi-weapon for 10 pts The Veteran Sergeant may replace flak armour
with carapace armour for - Lascannon for 25 pts 5 pts per heavy weapon team The Veteran Sergeant One Guardsman may may take any of the replace his lasgun with following: one of the following - Melta bombs for 5 pts weapons: - Refractor field for 15 - Flamer for 5 pts per pts model - Trademark item for 10 - Grenade launcher for 6 pts pts per model Two Guardsmen may - Meltagun for 10 pts per become a heavy weapon model crew by swapping their - Plasma gun for 15 pts lasguns with one of the per model following weapons: One Guardsman with a - Heavy bolter for 10 pts lasgun may be equipped per heavy weapon team with a vox caster for 5 - Mortar for 10 pts per points. heavy weapon team Transport: - Missile launcher for 15 The Infantry Squad must pts per heavy weapon select a Chimera as a team dedicated transport - Autocannon for 15 pts vehicle per heavy weapon team
Conscript Platoon A Imperial Guard army may include one Conscript Platoon for each Infantry Platoon or Armoured Fist Platoon in the army. Each Conscript Platoon is made up of 2 to 5 Conscript Squad. Conscript Platoons do not use up any Force Organisation chart selections, but is otherwise treated as a separate Elites unit. All squads in a Conscript Platoon must remain in unit coherency with one another, and function as one unit. Pts WS BS S T W I A Ld Sv Conscript 4 2 2 3 3 1 3 1 5 5+ Unit Composition: crew by swapping their replace his lasgun with A Conscript Squad lasguns with one of the one of the following consists of 10 Conscripts following weapons: weapons: Unit Type: - Heavy bolter for 15 pts - Flamer for 8 pts per Infantry per heavy weapon team model Wargear: - Missile launcher for 20 - Grenade launcher for 10 Lasgun pts per heavy weapon pts per model Flak armour team Transport: Options: - Autocannon for 20 pts The Infantry Squad may Two Conscripts per per heavy weapon team select a Chimera as a Conscript Squad may One Conscript per dedicated transport become a heavy weapon Conscript Squad may vehicle
FAST ATTACK Hellhound Pts BS Hellhound 115 3 Unit Composition: 1 Hellhound Unit Type: Vehicle (Tank) Wargear: Inferno cannon Hull mounted heavy bolter Smoke launchers Searchlight Options: May replace hull
Armour F S R 12 12 10 mounted heavy bolter with a heavy flamer for 5 pts May take any of the following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts
- Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts - Twin-linked rocket pods for 15 pts
Salamnder Scout Vehicle Armour Pts BS F S R Salamander 100 3 12 10 10 Unit Composition: Searchlight 1 Salamander Scout Options: Vehicle May take any of the Unit Type: following: Vehicle (Tank, Open- Rough terrain topped, Fast) modifications for 5 pts Wargear: - Mine sweeper for 10 pts Autocannon - Track guards for 10 pts Hull mounted heavy - Armoured crew bolter compartment for 10 pts Smoke launchers - Extra armour for 15 pts pts
- Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10
Rough Rider Squad Pts 12 8
WS 3 3
Veteran Sergeant Rough Rider Unit Composition: 1 Veteran Sergeant 4-9 Rough Riders Unit Type: Cavalry Wargear: Laspistol Close combat weapon Krak grenades Flak armour Options: The Veteran Sergeant may swap his laspistol
BS 3 3
S T W I 3 3 1 3 3 3 1 3 with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Veteran Sergeant may swap his close combat weapon with one of the following - Power weapon for 5 pts - Power fist for 15 pts The Veteran Sergeant
A Ld Sv 2 8 5+ 1 7 5+ may take one of the following: - Storm bolter for 5 pts - Combi-weapon for 10 pts The Veteran Sergeant may replace flak armour with carapace armour for 5 pts The Veteran Sergeant may take any of the following: - Refractor field for 15
pts - Trademark item for 10 pts Any model may replace their laspistol with one of the following weapons: - Lasgun for no additional cost - Shotgun for no additional cost
- Hunting lance for 3 pts per model Up to two Rough Riders may replace their laspistols with one of the following weapons: - Flamer for 5 pts per model - Grenade launcher for 6 pts per model
- Meltagun for 10 pts per model - Plasma gun for 15 pts per model One Rough Rider with a lasgun may be given a vox-caster for 5 pts Any Rough Rider may be given melta bombs for 5 pts per model
Drop Troops Pts 12 8
WS 3 3
Veteran Sergeant Guardsman Unit Composition: 1 Veteran Sergeant 9 Drop Troops Unit Type: Infantry Wargear: Lasgun Close combat weapon Krak grenades Flak armour Options: The Veteran Sergeant may swap his laspistol with one of the following: - Bolt pistol for 1 pt - Power weapon for 5 pts - Power fist for 15 pts - Plasma pistol for 15 pts The Veteran Sergeant may swap his close combat weapon with one of the following
BS 3 3
S T W I A Ld Sv 3 3 1 3 2 8 5+ 3 3 1 3 1 7 5+ - Power weapon for 5 pts Up to two Guardsmen - Power fist for 15 pts may replace their lasguns The Veteran Sergeant with one of the following may take one of the weapons: following: - Flamer for 5 pts per - Storm bolter for 5 pts model - Combi-weapon for 10 - Grenade launcher for 6 pts pts per model The Veteran Sergeant - Meltagun for 10 pts per may replace flak armour model with carapace armour for - Plasma gun for 15 pts 5 pts per model The Veteran Sergeant One Guardsman with a may take any of the lasgun may be given a following: vox-caster for 5 pts - Refractor field for 15 Any Guardsman may be pts given melta bombs for 5 - Trademark item for 10 pts per model pts Transport: Any model may replace A Drop Troop squad may their lasgun with a select a Eagle Carrier as a laspistol for no additional dedicated transport cost vehicle
Sentinel Squadron Armour BS S F S R Sentinel 3 5 10 10 10 Unit Composition: Special Rules: 1-3 Sentinels Scout Unit Type: Options: Vehicle (Walker, Open Any Sentinel may replace topped) it's heavy flamer with one Wargear: of the following Heavy flamer weapons: Smoke launchers - Multi-laser for 5 pts Searchlight - Autocannon for 10 pts Pts 40
WS 3
I A 3 1 - Missile launcher for 10 pts - Lascannon for 15 pts - Power lifters for 15 pts Any Sentinel may take any of the following: - Rough terrain modifications for 5 pts - Armoured crew
compartment for 10 pts - Extra armour for 10 pts - Additional weapons for 10 pts - Hunter-killed missile
for 15 pts Transport: - Improved comms for 15 Each Sentinel may select pts a Eagle Carrier as a - Twin-linked rocket pods dedicated transport for 15 pts vehicle
HEAVY SUPPORT Heavy Weapons Platoon Heavy Weapon Platoons are deployed as a single unit, but do not need to be placed together and operate independently during the game. Pts WS BS S T W I A Ld Sv Guardsman 6 3 3 3 3 1 3 1 7 5+ Unit Composition: heavy weapon team pts per model 1-5 Support squads of 6 - Heavy bolter for 10 pts - Meltagun for 10 pts per Guardsmen per heavy weapon team model Unit Type: - Missile launcher for 15 - Plasma gun for 15 pts Infantry pts per heavy weapon per model Wargear: team One Guardsman per Lasgun - Autocannon for 15 pts support squad may Close combat weapon per heavy weapon team replace his lasgun with a Frag grenades - Lascannon for 25 pts demolition charge for 10 Krak grenades per heavy weapon team pts Flak armour Any Guardsman may Any Guardsman may be Options: replace his lasgun with given melta bombs for 5 Every two Guardsmen one of the following pts per model may become a heavy weapons: Transport: weapon crew by - Flamer for 5 pts per Each Support Squad may swapping their lasguns model select a Chimera or Eagle with one of the following - Sniper rifle for 5 pts per Carrier as a dedicated weapons: model transport vehicle - Mortar for 10 pts per - Grenade launcher for 6
Leman Russ Battle Tank Pts 120
BS 3
Leman Russ Unit Composition: 1 Leman Russ Battle Tank Unit Type: Vehicle (Tank) Wargear: Twin-linked autocannon Smoke launchers Searchlight Options: Must be equipped with one of the following hull mounted weapons: - Heavy bolter for 5 pts - Lascannon for 15 pts May swap twin-linked autocannon for one of the
F 13
Armour S R 12 10 following weapons: - Conqueror cannon with pintle-mounted storm bolter for 15 pts - Battle cannon for 20 pts - Twin-linked lascannons for 35 pts - Vanquisher cannon with pintle-mounted storm bolter for 55 pts May take side sponsons equipped with a pair of the following weapons: - Heavy flamers for 10 pts - Heavy bolters for 15 pts May take any of the
Leman Russ Demolisher Pts
BS
Armour F S
R
following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts
Demolisher 150 3 Unit Composition: 1 Leman Russ Demolisher Unit Type: Vehicle (Tank) Wargear: Demolisher cannon Smoke launchers Searchlight Options: Must be equipped with one of the following hull mounted weapons: - Heavy bolter for 5 pts
14
13 11 - Lascannon for 15 pts May take side sponsons equipped with a pair of the following weapons: - Heavy flamers for 10 pts - Heavy bolters for 15 pts - Multi-meltas for 25 pts - Plasma cannons for 35 pts May take any of the following: - Rough terrain modifications for 5 pts
- Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts
Siege Breaker Tank Pts 150
BS 3
Siege Breaker Unit Composition: 1 Siege Breaker Tank Unit Type: Vehicle (Tank) Wargear: Demolisher cannon Siege armour Smoke launchers Searchlight Options: May replace demolisher
F 14
Armour S R 13 11 cannon with a laser destroyer for 10 pts May take any of the following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts
- Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts
Siege Artillery Tank Pts BS Siege Artillery 80 3 Unit Composition: 1 Siege Artillery Tank Unit Type: Vehicle (Tank, Opentopped) Wargear: Griffon heavy mortar Hull mounted heavy bolter Smoke launchers Searchlight Options: May replace Griffon heavy mortar with one of the following weapons:
Armour F S R 12 10 10 - Earthshaker cannon for 30 pts - Medusa siege gun for 35 pts - Bombard heavy siege gun for 40 pts If given a Earthshaker cannon, may be given the Indirect Fire ability for 25 pts May take any of the following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts
- Track guards for 10 pts - Armoured crew compartment for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts
Dedicated Transports Certain Imperial Guard units have the option of selecting a dedicated transport vehicle. These vehicles do not use up any Force Organisation chart selections, but otherwise function as separate units. See the Transport Vehicles section of the Warhammer 40, 000 rulebook for details of how these vehicles operate.
Chimera Armour Pts BS F S R Chimera 60 3 12 10 10 Unit Composition: Wargear: 1 Chimera Multi-laser Unit Type: Smoke launchers Vehicle (Tank) Searchlight Transport Capacity: Special Rules: 12 models Amphibious Ogryns count as two Options: models May swap multi-laser for Fire Points: one of the following 1 roof hatch for one weapons: model. If used, the - Heavy flamer for no vehicle counts as openadditional cost topped in your - Heavy bolter for 5 pts opponent’s next turn. May take one of the 6 hull lasguns fired by following hull mounted the passengers weapons: Access Points: - Heavy flamers for 5 pts 1 – rear hatch - Heavy bolters for 10 pts
May take any of the following: - Rough terrain modifications for 5 pts - Mine sweeper for 10 pts - Track guards for 10 pts - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts May take one of the following pintle-mounted weapons: - Storm bolter for 5 pts - Heavy stubber for 6 pts - Combi-weapon for 10 pts
Eagle Carrier Armour Pts BS F S R Eagle Carrier 100 3 11 10 10 Unit Composition: Fire Points: 1 Eagle 0 Unit Type: Access Points: Vehicle (Skimmer, Fast) 1 – rear hatch Transport Capacity: Wargear: 10 models Autocannon Ogryns count as two Smoke launchers models Searchlight May transport a Sentinel, Special Rules: which counts as ten Deep Strike models Options:
May take any of the following: - Extra armour for 15 pts - Hunter-killed missile for 15 pts - Improved comms for 15 pts - Twin-linked rocket pods for 15 pts
Infantry Summary WS Al'Rahem 5 Batman 3 Commissar 4 Conscript 2 Creed 4 Gaunt 5 Grenadier 3 Guardsman 3 Heroic Senior Officer 4 High Commander 4 Junior Officer 3 Kage 4 Kell 5 Last Chancer 3 Macharius 5 Master Astropath 3 Nork 5 Ogryn 4 Ogryn Bone 'ead 4 Pastor 4 Priest 4 Ratling 2 Rough Rider 3 Sanctioned Psyker 3 Schaeffer 5 Scribe Historicus 3 Senior Officer 4 Servitors 4 Staff Officer 3 Storm Trooper 3 Straken 5 Techpriest 3 Trooper Sergeant 3 Veteran 3 Veteran Sergeant 3 Yarrick 5
BS 4 3 4 2 5 5 4 3 4 4 3 4 5 4 5 2 4 3 4 3 3 4 3 3 4 3 4 4 3 4 4 4 4 4 3 5
S 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 5 5 5 3 3 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3
T 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 3 5 5 5 3 3 2 3 3 3 3 3 3 3 3 4 4 3 3 3 4
W 3 1 2 1 3 3 1 1 3 3 1 2 3 1 4 1 4 3 4 1 2 1 1 1 3 1 2 1 1 1 3 2 1 1 1 3
I 4 3 4 3 4 4 3 3 4 4 3 4 4 3 4 3 4 3 3 3 4 4 3 3 4 3 4 3 3 3 4 3 3 3 3 4
A 3 1 2 1 3 3 1 1 3 3 2 3 3 2 3 1 4 3 4 2 3 1 1 1 3 1 3 1 1 1 3 2 2 2 2 4
Ld 9 8 10 5 10 10 8 7 9 10 8 8 8 8 10 8 9 8 9 8 8 6 7 8 9 8 8 8 8 8 10 9 8 8 8 10
Sv 5+ 6+ 5+ 5+ 4+ 4+ 4+ 5+ 4+ 5+ 5+ 5+ 4+ 5+ 4+ 6+ 4+ 5+ 4+ 5+ 5+ 5+ 4+ 6+ 4+ 4+ 5+ 4+ 5+ 2+ 4+ 5+ 5+ 4+
Vehicle Summary Command Tank Hellhound Salamander Leman Russ Demolisher Siege Breaker Siege Artillery Chimera Eagle Carrier
Sentinel
BS 4 3 3 3 3 3 3 3 3 WS 3
Armour F S 13 12 12 12 12 10 13 12 14 13 14 13 12 10 12 10 11 10 BS 3
S 5
R 10 10 10 10 11 11 10 10 10 F 10
Armour S R 10 10
I 3
A 1
Weapon Summaries Autocannon Bolter Bolt pistol Demolition Charge Flamer Grenade launcher (frag) Grenade launcher (krak) Heavy bolter Heavy flamer Heavy stubber Hellgun Hellpistol Inferno cannon Lascannon Lasgun Laspistol Meltagun Missile launcher (frag) Missile launcher (krak) Mortar Multi-laser Multi-melta Plasma cannon Plasma gun Plasma pistol Ripper gun Rocket pods Shotgun Sniper rifle Storm bolter Battle cannon Bombard siege gun Conqueror cannon Demolisher cannon Earthshaker Earthshaker (Indirect fire) Griffon heavy mortar Laser destroyer Medusa siege gun Vanquisher battle cannon
Range 48'' 24'' 12'' 6'' Template 24'' 24'' 36'' Template 35'' 24'' 12'' 24'' 48'' 24'' 12'' 12'' 48'' 48'' G48'' 36'' 24'' 36'' 24'' 12'' 18'' 24'' 12'' 36'' 24'' 72'' G36-240'' 48'' 24'' 120'' G36-240'' G12-48'' 72'' 36'' 96''
Str 7 4 4 8 4 3 6 5 5 4 3 3 6 9 3 3 8 4 8 4 6 8 7 7 7 5 4 4 X 4
AP 4 5 5 2 5 6 4 4 4 6 5 5 4 2 5 1 6 3 6 6 1 2 2 2 5 5 6 5
Type Heavy 2 Rapid fire Pistol Ordnance 1, Large Blast Assault 1 Assault 1, Blast Assault 1 Heavy 3 Assault 1 Heavy 3 Rapid Fire Pistol Heavy 1, Inferno Heavy 1 Rapid Fire Pistol Assault 1, Melta Heavy 1 Heavy 1 Heavy 1 Heavy 3 Heavy 1, Melta Heavy 1, Blast, Gets Hot! Rapid Fire, Gets Hot! Pistol, Gets Hot! Assault 2 Heavy 2, Blast Assault 2 Heavy 1, Sniper, Pinning Assault 2
8 8 7 10 9 9 6 10 10 9
3 3 4 2 3 3 4 2 2 2
Ordnance 1, Large Blast Ordnance 1, Large Blast Heavy 1, Large Blast Ordnance 1, Large Blast Ordnance 1, Large Blast Ordnance 1, Large Blast Ordnance 1, Large Blast Heavy 1, Blast Ordnance 1, Large Blast Heavy 1, Large Blast, Melta