Codex - Imperial Guard Angry Monkey Edition
INTRODUCTION
The Imperium of Man is crumbling on all sides as aliens, heretics and mutants seek to overthrow the rule of the High Lords of Terra. Take up the gauntlet of strife and recruit regiments from more than a million worlds, from the skilled Cadians and the shrewd Catachans to the disciplined Krieg. The burden of mankind's future lies upon your shoulders Imperial Guard Warlord!
DISCLAIMER
Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.
THE ANGRY INITIATIVE
The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modeling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.
BALANCING
The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example. 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.
Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.
The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.
ABOUT
This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. After some final minor revisions, the Word document was saved as a PDF.
FEEDBACK
Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.
CHANGES
The following weapons have been changed:
- - hellstrike missile
- - hunter-killer missile
- - lasgun
- - lasgun array
- - Macharius vanquisher cannon
- - melta bombs
- - mortar
- - neutron laser projector
- - plasma cannon
- - missile launcher
- - krak grenades
- - storm bolter
- - vanquisher cannon
A number of models have replaced their original weapon with a new weapon with different rules like Leman Russes getting Leman Russ demolisher cannons and Leman Russ battle cannons both of which are Primary Weapon 1 instead of Ordnance 1 allowing Leman Russes armed with these weapons to still fire their sponsons at full ballistic skill. Shotguns now always come twin-linked and many different version of lasguns exist.
IMPERIAL GUARD WARGEAR LIST
These lists detail the points values of various items of wargear available to Imperial Guard units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix
RANGED WEAPON LIST
A model may replace its laspistol with one of the following:
- Bolt pistol...1 pt
- Boltgun...3 pts
- Plasma pistol...5 pts
SPECIAL WEAPONS LIST
A model may replace its lasgun with one of the following:
- Flamer...5 pts
- Grenade launcher...5 pts
- Hot-shot volley gun2...10 pts
- Melta gun...103/15 pts
- Plasma gun...103/15 pts
- Sniper rifle1...2 pts
HEAVY WEAPONS LIST
A model may take one of the following:
- Mortar...free
- Autocannon or heavy bolter...10 pts
- Missile launcher with 1/2/3 types of ammuntion4...13/17/20 pts
- Lascannon...20 pts
SPECIAL ISSUE WARGEAR LIST
A model may take any of the following:
- Auspex...10 pts
- Bionics...5 pts
- Camo gear...5 pts
- Carapace armour...5 pts
- Duelist Honours...5 pts
- Krak grenades...1 pt
- Melta bombs...5 pts
- Order of St. Kark5 ...7 pts
- Winged skull6...20 pts
MELEE WEAPONS LIST
A model may replace its close combat weapon and/or its laspistol with one of the following:
- Lightning claw...1,5 pts/Attack7
- Power axe...1,5 pts/Attack7
- Power fist...3 pts/Attack7
- Power lance...0,5 pts/Attack7
- Power maul...1,5 pts/Attack7
- Power sword...1 pt/Attack7
A model may replace its close combat weapon and its laspistol with one of the following:
- Lightning claw and power fist...5 pts + 3 pts/Attack7
- Two lightning claws - 3 pts + 1,5 pts/Attack7
RELICS OF CONQUEST LIST
Only one of each Relics of Conquest may be taken per army. A model can take one of the following:
- Kurov's Aquila...40 pts
- The Blade of Conquest...15 pts
- The Black Plate...10 pts
- The Deathmask of Ollanius...20 pts
- The Emperor's Benediction...5 pts
- The Fist of Brockus8...30 pts
- The Laurels of Command...25 pts
- The Macharian Cross...25 pts
- The Tactical Auto-Reliquary of Tyberius...25 pts
IMPERIAL GUARD VEHICLE EQUIPMENT LIST
A model may take up to one of each of the following:
- Camo netting...15 pts
- Dozer blade9...5 pts
- Enclosed crew compartment10...10 pts
- Extra armour...5 pts
- Fire barrels9...5 pts
- Heavy Stubber or Storm Bolter11...5 pts
- Hunter-killer missile...14 pts
- Recovery gear...5 pts
- Relic plating...3 pts
- Searchlight...1 pt
- Smoke launchers...5 pts
- Veteran crew...Multiply the vehicle's final cost by 1,15
1 Cannot be taken by Rough Riders, Militarum Tempestus Scions or Militarum Tempestus Command Squads.
2 Militarum Tempestus Scions and Militarum Tempestus Command Squads only.
3 Models with BS 3 only
4 Note down on your army list which of the three ammunition types (krak, flakk and/or frag) the weapon in question can fire.
5 Commissar or Lord Commisar only.
6 Company Commander only.
7 Multiply the cost of this weapon by the Attack characteristic of the model buying the weapon.
8 Lord Commissar only.
9 Tanks only.
10 Open-topped Tanks only.
11 Ordnance Tank only.
HAMMER OF THE EMPEROR
HQ
COMMISSAR
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Commissar | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 9 | 5+ |
UNIT TYPE:
- Infantry (Character)
UNIT COMPOSITION:
- 1 Commissar...20 pts
WARGEAR:
- Bolt pistol
- Close combat weapon
- Frag grenades
- Krak grenades
SPECIAL RULES:
- Independent Character
- It Is For Your Own Good
- Stubborn
- Summary Execution
OPTIONS
- May take items from the Melee Weapons list.
- May replace bolt pistol with one of the following:
- - Boltgun...3 pts
- - Plasma pistol...5 pts
LORD COMMISSAR
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Lord Commissar | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 10 | 5+ |
Commissar Ibram Gaunt | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 10 | 5+ |
Commissar Yarrick | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 10 | 4+ |
UNIT TYPE:
- Infantry (Character)
UNIT COMPOSITION:
- 1 Lord Commissar...45 pts
WARGEAR:
Lord Commissar
- Bolt pistol
- Close combat weapon
- Frag grenades
- Krak grenades
- Refractor field
Commissar Ibram Gaunt
- Bolt pistol
- Bionic eyes
Any ranged weapon fired by a model armed with bionic eyes gain the Ignores Cover special rule.
- Frag grenades
- Krak grenades
- Refractor field
- Camo gear
- Sword of Heironymo
Range | S | AP | Type |
---|---|---|---|
- | +1 | 3 | Melee, Armourbane, Master-crafted |
Commissar Yarrick
- Bale Eye
Range S AP Type 6" 3 3 Pistol, Side Arm
- Side Arm: A weapon with this special rule may be fired in addition to any other weapons the model can normally fire.
- Bolt pistol
- Close combat weapon
- Frag grenades
- Krak grenades
- Power field
- Power fist
- Storm bolter
WARLORD TRAIT:
- Inspiring Presence: (Commissar Yarrick only) Friendly units within 12" of the Warlord can use his Leadership rather than their own.
- Tactical Genius: (Commissar Ibram Gaunt only) Whilst your Warlord is alive, you can discard up to 2 Active Tactical Objectives at the end of your turn instead of only 1.
SPECIAL RULES:
Lord Commissar
- Aura of Discipline
- Independent Character
- Stubborn
- Summary Execution
Commissar Ibram Gaunt
- Adamantium Will
- Aura of Discipline
- Independent Character
- It Is For Your Own Good
- Fearless
- Senior Officer: This model may issue up to two orders each turn.
- Preferred Enemy (Chaos Space Marines)
- Voice of Command
- Tanithian: A model with this special rule may only be included in Detachments using Tanith Tactics.
Commissar Yarrick
- Aura of Discipline
- Eternal Warrior
- Feel No Pain (6+)
- Independent Character
- It Will Not Die
- Preferred Enemy (Orks)
- Stubborn
- Summary Execution
- Voice of Command
- Armageddonese: A model with this special rule may only be included in Detachments using Armageddon Tactics.
OPTIONS:
- Lord Commissars may take items from the Melee Weapons, Special Issue Wargear and/or Relics of Conquest lists
- The Lord Commissars may replace their bolt pistol with one of the following:
- - Boltgun...3 pts
- - Plasma pistol...5 pts
- One Lord Commissar in your army may be replaced with Commissar Yarrick...80 pts
- One Lord Commissar in your army may be replaced with Commissar Ibram Gaunt...60 pts
- The Lord Commissar may take one of the following Warlord Traits:
- - Tenacity...free
Your Warlord has the Feel No Pain special rule.
- - Intimidating Presence...free
Enemy units within 12" of the Warlord must use their lowest Leadership value, not the highest.
- - Lead by Example...20 pts
Any ‘Secure Objective X’ Tactical Objective, where X is a number between 1 and 6, that is scored because your Warlord or his unit controls that Objective Marker, scores 1 additional Victory Point.
COMPANY COMMAND SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Company Commander | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 5+ |
'Iron Hand' Straken | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 3+ |
Ursarkar Creed | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 4+ |
Veteran | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Veteran Weapons Team | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ |
Astropath | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Master of Ordnance | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Officer of the Fleet | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Colour Sergeant Kell | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 8 | 4+ |
Nork Deddog | 4 | 3 | 5 | 5 | 3 | 3 | 4 | 8 | 4+ |
UNIT TYPE:
Veteran, Veteran Weapons Team, Astropath, Master of Ordnance and Officer of the Fleet
- Infantry
Company Commander, 'Iron Hand' Straken, Ursarkar Creed, Colour Sergeant Kell and Nork Deddog
- Infantry (Character)
UNIT COMPOSITION:
- 1 Company Commander, 4 Veterans...56 pts
WARGEAR:
Company Commander
- Close combat weapon
- Frag grenades
- Laspistol
- Refractor field
Veteran
- Close combat weapon
- Frag grenades
- Laspistol
Veteran Weapons Team
- Frag grenades
- Lasgun
Astropath, Master of Ordnance and Officer of the Fleet
- Artillery bombardment (Master of Ordnance only)
- Frag grenades
Colour Sergeant Kell
- Frag grenades
- Power fist
- Power sword
- Regimental standard
- Laspistol
Nork Deddog
- Frag grenades
- Ripper gun
Ursarkar Creed
- Frag grenades
- Refractor field
- Twin-linked hot-shot laspistol
- Winged skull
WARLORD TRAIT:
- Supreme Commander: (Ursarkar Creed only) Your Warlord may generate two additional Warlord Traits from the Tactical Traits table, generating one at a time. Re-roll any dublicate results.
- Coordinated Assault: ('Iron Hand' Straken only) In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
SPECIAL RULES:
Company Commander, 'Iron Hand' Straken and Ursarkar Creed
- Cadian: (Ursarkar Creed only) A model with this special rule may only be included in Detachments using Cadian Tactics.
- Catachan: ('Iron Hand' Straken only) A model with this special rule may only be included in Detachments using Catachan Tactics.
- Fearless ('Iron Hand' Straken only)
- Feel No Pain (6+) ('Iron Hand' Straken only)
- Honour or Death: ('Iron Hand' Straken only) A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.
- Monster Hunter ('Iron Hand' Straken only)
- Senior Officer: A model with this special rule can issue up to two orders each turn.
- Smash ('Iron Hand' Straken only)
- Tactical Genius: (Ursarkar Creed only) During deployment, you may choose a single unit in your army. That unit has the Outflank special rule.
- Voice of Command
Officer of the Fleet
- Navy Orders: A model with this special rule must take a Leadership test at the beginning of each game turn (even if embarked upon a transport), before Reserve Rolls are made. If one or more models with this special rule are succesful, you may choose one of the following:
- - Add +1 to all your Reserve Rolls this turn.
- - Subtract 1 from all your opponent's Reserve Rolls this turn.
Astropath
- Psyker (Mastery Level 1)
Colour Sergeant Kell and Nork Deddog
- Feel No Pain (Nork Deddog only)
- Hammer of Wrath (Nork Deddog only)
- Heroic Sacrificice (Nork Deddog only) When a model with this special rule is slain in close combat it may attack as if it was currently its Initiative Step even if it has already struck blows in the current Assault phase, if killed on its own Initative step it may instead attack twice.
- Sworn Protector: A model with this special rule must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.
- Listen Up, Maggots: (Colour Sergeant Kell only) If a model with this special rule is in the same unitas Usarkar Creed, Leadership tests for orders issued by Ursarkar Creed can be taken on Kell's Leadership, not that of the ordered unit.
- Look Out - Argh!: Whenever a model in a unit including a model with this special fails a Look Out! Sir roll you may transfer the hit onto a model with this special rule.
- Stubborn (Nork Deddog only)
- Thunderous Headbutt: (Nork Deddog only) A model with this special rule may replace all its attacks for a single attack with the Instant Death special rule.
- Very Bulky (Nork Deddog only)
PSYKER
Astropaths generate their powers from the Telepathy discipline.
OPTIONS:
- One Company Commander in your army may be replaced with Ursarkar Creed...42 pts
- One Company Commander in your army may be replaced with 'Iron Hand' Straken...50 pts
- If the Company Command Squad includes Ursarkar Creed, you may replace one Veteran armed with a regimental standard with Colour Sergeant Kell...30 pts
- May add up to one of each of the following:
- - Astropath...28 pts
- - Master of Ordnance...20 pts
- - Officer of the fleet...20 pts
- - Nork Deddog...50 pts
- Any Astropath, Master of Ordnance and/or Officer of the Fleet may take a lasgun...1 pt/model
- Company Commanders may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics of Conquest lists.
- Company Commanders may replace their laspistol with a twin-linked shotgun...free
- May replace two Veterans with oe Veteran Weapons Team which must take items from the Heavy Weapons list...free
- Any Veteran may replace their laspistol and close combat weapon with a lasgun...1 pt/model
- Up to three Veterans may take one of the following:
- - Vox-caster - 5 pts/model
- - Medi-pack - 15 pts/model
- - Regimental standard - 15 pts/model
- Any Veteran that is not armed with a vox-caster, medi-pack or regimental standard may take items from the Special Weapons list.
- All Veterans and Veteran Weapons Teams may take any of the following:
- - Krak grenades...1 pt/model
- - Carapace armour...8 pts
- - Camo gear...8 pts
- Company Commander may take any of the following:
- - Krak grenades...1 pt/model
- - Carapace armour...6 pts
- - Camo gear...6 pts/model
- The Company Commander may take one of the following Warlord Traits:
- - Master of Manouevre...0 pts
Your Warlord has the Outflank special rule.
- - Inspiring Presence...30 pts
Friendly units within 12" of the Warlord can use his Leadership rather than their own.
- - Master of the Vanguard...0 pts
Your Warlord, and all friendly units within 12", add 1" to the distance that they can move when they Run or Charge.
- May take 1 Chimera or 1 Taurox as a Dedicated Transport.
TANK COMMANDER
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tank Commander | - | 4 | - | - | - | - | - | 9 | - |
Knight Commander Pask | - | 4 | - | - | - | - | - | 9 | - |
UNIT TYPE:
- Vehicle (Tank, Heavy, Character)
UNIT COMPOSITION:
- 1 Tank Commander...30 pts
SPECIAL RULES:
- Leman Russ Commander: You must purchase one Leman Russ Squadron for each model with this special rule in your army. One Leman Russ Battle Tanks or Leman Russ Siege Tank must be assigned to each model with this special rule when constructing your army. The Leman Russ Squadron this model is assigned to does not take up a heavy support choice and are considered part of this model´s unit. Two models with this special rule may not be assigned models from the same unit. The vehicle assigned to the model with this special rule changes its unit type to Vehicle (Tank, Heavy, Character) and its Ballistic Skill to 4. This model is automatically destroyed when this model´s assigned vehicle is wrecked or suffers an Explodes! result on the vehicle damage table.
- Tank Orders: A model with this special rule may attempt to issue an order to its own unit. To do this take a Leadership test on this models Leadership.
If a double 1 is rolled for an ordered unit's leadership test, all further orders issued this turn automatically take effect. If a double 6 is rolled, the order does not take effect, and no further orders may be issued this turn by any officer.
If the total result is equal to or lower to the this model's Leadership or less. This model may issue one of the following orders to his own unit.
- 'Full Throttle!'
- The ordered unit immediately moves Flat Out moving up to 6+D6" even though they have the Heavy unit type.
- 'Smite at Will'
- The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.
- 'Strike and Shroud'
- The ordered unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.
- Crack Shot: (Knight Commander Pask only) Shots made by Knight Commander Pask´s vehicle can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. In addition the turret-mounted weapon of Knight Commander Pask´s vehicle gains an additional benefit depending on its name:
- When firing a Leman Russ battle cannon, Leman Russ demolisher cannon, lascannon, vanquisher battle cannon or eradicator nova cannon, Knight Commander Pask can re-roll To Hit rolls.
- An exterminator autocannon fired by Knight Commander Pask has the Rending special rule.
- A punisher gatling cannon fired by Knight Commander Pask has the Shred special rule.
- An executioner plasma cannon fired by Knight Commander Pask has the Blind special rule.
- Cadian: (Knight Commander Pask only) A model with this special rule may only be included in Detachments using Cadian Tactics.
OPTIONS:
- One Tank Commander in your army may be replaced with Knight Commander Pask...40 pts
- The Tank Commander may take one of the following Warlord Traits:
- - Target Priority...40 pts
In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
- - The Dust of a Thousand Worlds...10 pts
Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.
- - Immovable Object...5 pts
Your Warlord has the Fearless and It Will Not Die special rules.
TROOPS
CONSCRIPT SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Conscript | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 20 Conscripts
WARGEAR:
- Frag grenades
- Lasgun
OPTIONS
- May include up to 30 additional Conscripts - 3 pts/model
INFANTRY SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Sergeant | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ |
UNIT TYPE:
Guardsman
- Infantry
Sergeant
- Infantry (Character)
UNIT COMPOSITION
- 9 Guardsmen, 1 Sergeant...50 pts
WARGEAR:
- Lasgun
- Frag grenades
OPTIONS
- The Sergeant may take items from the Melee Weapons and/or Ranged Weapons list.
- The Sergeant may take melta bombs...5 pts
- The Sergeant may take spotter magnoculars...3 pts
- One Guardsman may take a vox-caster...5 pts
- May replace two Guardsmen with one Heavy Weapons Team which must take one item from the Heavy Weapons list.
- One Guardsman which is not armed with a vox-caster may take items from the Special Weapons list.
- All models may take krak grenades...10 pts
- The unit may take a Chimera or Taurox as a Dedicated Transport
VETERAN SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Veteran | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Veteran Sergeant | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ |
UNIT TYPE:
Veteran
- Infantry
Veteran Sergeant
- Infantry (Character)
UNIT COMPOSITION:
- 9 Veterans, 1 Veteran Sergeant...60 pts
WARGEAR:
- Heavy bolter (Sergeant Harker only)
- Lasgun (Veterans and Veteran Sergeant only)
- Frag grenades
OPTIONS:
- All models may take Cogs of Het...10 pts
- All models may take Drusian Laurels...5 pts
- Unless the Veteran Sergeant has the Grenadiers special rule, may replace the Veteran Sergeant with Sergeant Harker...20 pts
- The Veteran Sergeant may take an auspex...10 pts
- One Veteran may take a vox-caster...5 pts
- Any Veteran may replace their lasgun with a twin-linked shotgun...free
- One Veteran may replace their lasgun with a heavy flamer...10 pts
- May replace two Veterans with one Veteran Weapons Team which must take items from the Heavy Weapons list
- Up to two Veterans which are not armed with a heavy flamer or a vox-caster may take items from the Special Weapons list.
- All models may take krak grenades...5 pts
- The unit may take a Chimera or Taurox as a Dedicated Transport.
- All models may take one of the following special rules:
- Grenadiers...15 pts
A model with this special rule has a 4+ Sv.
- Forward Sentries...10 pts
A model with this special rule is armed with camo gear and defensive grenades.
- Demolitions Experts...30 pts
A model with this special rule is armed with melta bombs.
- May take 1 Chimera or 1 Taurox as a Dedicated Transport.
ELITES
BULLGRYN SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Bullgryn | 4 | 3 | 5 | 5 | 3 | 2 | 3 | 6 | 4+ |
Bone'ead | 4 | 3 | 5 | 5 | 3 | 2 | 4 | 7 | 4+ |
UNIT TYPE:
Ogryn
- Infantry
Bone'ead
- Infantry (Character)
UNIT COMPOSITION:
- 2 Bullgryns, 1 Bone 'ead...99 pts
WARGEAR
- Frag grenades
- Grenadier gauntlet
- Slabshield
SPECIAL RULES
- Hammer of Wrath
- Stubborn
- Very Bulky
OPTIONS
- May include up to seven additional Bullgryns...33 pts/model
- Any model may replace their grenadier gauntlet and slabshield with a power maul and a brute shield...8 pts/model
- May take a Chimera or Taurox as a Dedicated Transport.
COMMISSAR TANK
Cost | BS | FA | SA | RA | HP | |
---|---|---|---|---|---|---|
Commissar Battle Tank | 3 | 14 | 13 | 10 | 3 | |
Commissar Siege Tank | 3 | 14 | 13 | 11 | 3 | |
Commissar Conqueror | 3 | 14 | 13 | 10 | 3 |
UNIT TYPE:
Commissar Battle Tank
- Vehicle (Heavy, Tank, Character)
Commissar Siege Tank
- Vehicle (Heavy, Tank, Character)
Commissar Conquerer
- Vehicle (Tank, Character)
UNIT COMPOSITION:
- 1 Commissar Battle Tank...145 pts
WARGEAR:
- Eradicator nova cannon (Commissar Battle Tank only)
- Punisher gatling cannon (Commissar Siege Tank only)
- Conqueror battle cannon (Commissar Conqueror only)
- Storm bolter (Commissar Conqueror only)
- Heavy bolter
- Searchlight
- Smoke Launchers
SPECIAL RULES:
- Commissariat Crew: Friendly models within 6" of a model with this special rule may re-roll failed Morale and Pinning tests.
OPTIONS
- May replace eradicator nova cannon with one of the following:
- - Exterminator autocannon - 0 pts/model
- - Vanquisher cannon - 10 pts/model
- - Leman Russ battle cannon - 30 pts/model
- - Twin-linked lascannon - 0 pts
- Any model may replace eradicator nova cannon and heavy bolter with a lascannon and a twin-linked lascannon - 10 pts
- May replace Commissar Battle Tank with one of the following:
- - Commissar Conqueror...25 pts
- - Commissar Siege Tank...5 pts
- May replace punisher gatling cannon with one of the following:
- - Leman Russ demolisher cannon - 30 pts/model
- - Executioner plasma cannon - 40 pts/model
- May replace heavy bolter with heavy flamer - 0 pts/model
- May take one of the following:
- - Two heavy flamers - 10 pts/model
- - Two heavy bolters - 20 pts/model
- - Two multi-meltas - 20 pts/model
- - Two plasma cannons - 30 pts/model
- May take items from the Astra Militarum Vehicle Equipment list.
ENGINSEER
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Enginseer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ |
Servitor | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
UNIT TYPE:
Enginseer
- Infantry (Character)
Servitor
- Infantry
UNIT COMPOSITION:
- 1 Enginseer...30 pts
WARGEAR:
- Frag grenades (Enginseer only)
- Krak grenades (Enginseer only)
- Laspistol (Enginseer only)
- Power axe (Enginseer only)
- Servo-arm
SPECIAL RULES:
Enginseer
- Awaken the Machine: During your Shooting phase each model with this special rule may nominate an Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.
- Blessings of the Omnissiah: In each of your Shooting a model with this special rule may use this special rule. Roll a D6 and add 1 for each Servitor with a servo-arm in this model's unit. If the result is 5+, you may select a friendly Astra Militarum vehicle, you may either restore a lost Hull Point the chosen vehicle lost earlier in the battle or remove an Immobilised or Weapon Destroyed result the chosen vehicle suffered earlier in the ballte. A model may not use this special rule and fire ranged weapons in the same turn.
- Independent Character
Servitor Mindlock: Unless it also contains a Character, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.
OPTIONS:
- The Enginseer may take melta bombs - 5 pts
- The Enginseer may replace the Independent Character special rule with up to 5 Servitors - 10 pts/model
- Up to two Servitors may replace servo-arms with one of the following:
- - Heavy bolter - 5 pts/model
- - Multi-melta - 0 pts/model
- - Plasma cannon - 15 pts/model
- May take 1 Trojan as a Dedicated Transport.
MEDIC CADRE
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Medic | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
Medicae Servitor | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
UNIT TYPE:
Medic
- Infantry (Character)
Medicae Servitor
- Infantry
UNIT COMPOSITION:
- 1 Medic, 2 Medicae Servitors...85 pts
WARGEAR:
- Close combat weapon (Medic only)
- Laspistol (Medic only)
SPECIAL RULES:
- Catechisms of Healing: Friendly models within 6" of a model with this special rule gain the Feel No Pain special rule. Models which already have this special rule or gain it from another source instead gain the Feel No Pain (4+) special rule.
Mindlock: (Servitors only) Unless it also contains a Character, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.
OPTIONS:
- May include up to two additional Medicae Servitors - 10 pts/model
- The Medic may take melta bombs - 5 pts
- The Medic may take items from the Ranged Weapons and/or Melee Weapons lists.
MINISTORUM PRIEST
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ministorum Priest | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 5 | 5+ |
UNIT TYPE:
- Infantry (Character)
UNIT COMPOSITION:
- 1 Ministorum Priest...35 pts
WARGEAR:
- Las Pistol
- Close Combat Weapon
- Frag Grenades
- Rosarius
SPECIAL RULES:
- Independent Character
- Zealot
- The Emperor Protects: All models in the same unit as a Ministorum Priest gain a 6+ Invulnerable save.
OPTIONS:
- May take one of the following:
- - Lasgun - 1 pt
- - Plasma pistol - 5 pts
OGRYN SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ogryn | 4 | 3 | 5 | 5 | 3 | 2 | 3 | 6 | 5+ |
Bone'ead | 4 | 3 | 5 | 5 | 3 | 2 | 4 | 7 | 5+ |
UNIT TYPE:
Ogryn
- Infantry
Bone'ead
- Infantry (Character)
UNIT COMPOSITION:
- 2 Ogryn, 1 Bone 'ead...84 pts
WARGEAR:
- Frag grenades
- Ripper gun
SPECIAL RULES:
- Hammer of Wrath
- Stubborn
- Very Bulky
OPTIONS:
- May include up to seven additional Ogryns - 28 pts/model
- May take A Chimera or Taurox as a Dedicated Transport.
PRIMARIS PSYKER
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Primaris Psyker | 4 | 4 | 3 | 3 | 2 | 3 | 2 | 9 | 5+ |
UNIT TYPE:
- Infantry (Character)
UNIT COMPOSITION:
- 1 Primaris Psyker...50 pts
WARGEAR:
- Force weapon
- Frag grenades
- Laspistol
- Refractor field
SPECIAL RULES
- Independent Character
- Psyker (Mastery Level 1)
PSYKER:
Primaris Psykers generate their powers from the Biomancy, Divination, Pyromancy and Telekinesis disciplines and may not generate their powers from any other disciplines.
OPTIONS:
- May be upgraded to Psyker (Mastery Level 2) - 25 pts
RATLINGS
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ratling | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 6 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 3 Ratlings...24 pts
WARGEAR:
- Camo gear
- Laspistol
- Sniper rifle
SPECIAL RULES:
- Infiltrate
- Slow and Purposeful
OPTIONS:
- May include up to seven additional Ratlings - 6 pts/model
SPECIAL WEAPONS SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 6 Guardsmen...30 pts
Wargear:
- Frag Grenades
- Lasgun
- Must take one of the following:
- - Three guardsmen must take items from the Special Weapons list
- - All models replace their lasgun with a sniper rifle and camo gear...12 pts
- All models may take krak grenades...6 pts
STORM TROOPER COMMAND SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tempestus Scion | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
Tempestor Prime | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 9 | 4+ |
UNIT TYPE:
Tempestus Scion
- Infantry
Tempestor Prime
- Infantry (Character)
UNIT COMPOSITION:
- 4 Tempestus Scions, 1 Tempestor Prime...75 pts
WARGEAR:
- Close combat weapon (Tempestor Prime only)
- Hot-shot lasgun (Tempestus Scion only)
- Hot-shot laspistol (Tempestor Prime only)
- Frag grenades
- Krak grenades
SPECIAL RULES:
- Clarion Vox-net: (Tempestor Prime only) Friendly Militarum Tempestus Scion Squads within 24" of this model may use this model's Leadership value for Fear, Morale or Pinning tests.
- Deep Strike
- Move Through Cover
- Voice of Command (Tempestor Prime only)
Options
- The Tempestor Prime may take items from the Melee Weapons list
- The Tempestor Prime may take an auspex...10 pts
- The Tempestor Prime may replace their hot-shot laspistol with one of the following:
- - Boltpistol...free
- - Plasma pistol...5 pts
- Two Tempestus Scions may take one of the following:
- - Vox-caster...5 pts
- - Medi-pack...15 pts
- Up to four Tempestus Scions which are not armed with a vox-caster or medi-pack may take items from the Special Weapons list
- May take a Chimera or Taurox as a Dedicated Transport.
STORM TROOPER SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Tempestus Scions | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
Tempestor | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ |
UNIT TYPE:
Tempestus Scion
- Infantry
Tempestor
- Infantry (Character)
UNIT COMPOSITION:
- 4 Tempestus Scions, 1 Tempestor
WARGEAR:
- Hot-shot lasgun (Tempestus Scion only)
- Hot-shot laspistol (Tempestor only)
- Close combat weapon (Tempestor only)
- Frag grenades
- Krak Grenades
SPECIAL RULES:
- Deep Strike
- Move Through Cover
OPTIONS:
- May include up to five additional Tempestus Scions...10 pts/model
- The Tempestor may take items from the Melee Weapons list.
- The Tempestor Prime may take an auspex...10 pts
- The Tempestor Prime may replace their hot-shot laspistol with one of the following:
- - Boltpistol...free
- - Plasma pistol...5 pts
- One Tempestus Scion may take a vox-caster...5 pts
- Up to two Tempestus Scions that have not been upgraded with one of the options above may replace their Hot-shot Lasguns with items from the Special Weapons list
- May take 1 Chimera or 1 Taurox as a Dedicated Transport.
WYRDVANE BROTHERHOOD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Wyrdvane Psyker | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 8 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 5 Wyrdvane Psykers...45 pts
WARGEAR:
- Close combat weapon
- Laspistol
SPECIAL RULES:
- Brotherhood of Psykers (Mastery Level 1)
PSYKER:
WYRDVANE BROTHERHOODS generate their powers from the Biomancy, Divination, Pyromancy and Telekinesis disciplines and may not generate their powers from any other disciplines.
Options:
- May include up to five additional Wyrdvane Psykers - 4 pts/model
FAST ATTACK
ARMOURED SENTINEL SQUADRON
WS | BS | S | FA | SA | RA | I | A | HP | |
---|---|---|---|---|---|---|---|---|---|
Armoured Sentinel | 3 | 3 | 3 | 12 | 10 | 10 | 3 | 1 | 2 |
UNIT TYPE:
- Vehicle (Walker)
UNIT COMPOSITION:
- 1 Armoured Sentinel...33 pts
WARGEAR:
- Extra armour
- Multi-laser
SPECIAL RULES
- Scout
OPTIONS
- May include up to two additional Armoured Sentinels...33 pts/model
- Any model may replace its multi-laser with one of the following:
- - Autocannon...5 pts/model
- - Heavy flamer...free
- - Missile launcher with 1/2/3 types of ammunition4...3/7/10 pts/model
- - Multiple rocket pod...5 pts/model
- - Lascannon...10 pts/model
- - Plasma cannon...10 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list
ATLAS RECOVERY TANK
BS | FA | SA | RA | HP | Unit Type | Unit Composition | |
---|---|---|---|---|---|---|---|
Atlas | 3 | 14 | 13 | 10 | 3 |
UNIT TYPE:
- Vehicle (Tank, Transport)
UNIT COMPOSITION:
- 1 Atlas...85 pts
WARGEAR:
- Heavy bolter
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Recovery Tank: If this model starts the movement phase in base contact with a friendly Immobilised vehicle or a destroyed Immobilized vehicle without any models on top of it, it may drag that vehicle after it. To drag a vehicle move this model and then move the vehicle which is being dragged into base contact. If the vehicle being dragged is a Heavy vehicle the Atlas may only move 6" in the movement phase in which it is dragging that vehicle. If it did not move in Movement phase a model with this special rule may attempt to repair a friendly vehicle including itself in the Shooting phase. To attempt to repair a vehicle in this way, roll a D6. On a roll of 5+ you may remove a single Immobilised or Weapon Destroyed the repaired vehicle suffered earlier in the game, or restore a single Hull Point lost earlier in the battle.
OPTIONS:
- May take items from the Astra Militarum Vehicle Equipment list
CENTAUR
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Centaur | 3 | 11 | 10 | 10 | 2 |
UNIT TYPE:
- Vehicle (Transport, Fast, Open-topped)
UNIT COMPOSITION:
- 1 Centaur...30 pts
WARGEAR:
- Heavy stubber
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Artillery Tractor: A model with this special rule can transport models with the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
TRANSPORT:
- Transport Capacity: 5 models.
OPTIONS:
- May take items from the Astra Militarum Vehicle Equipment list.
CHIMERA
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Chimera | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Tank, Transport)
UNIT COMPOSITION:
- 1 Chimera...65 pts
WARGEAR:
- Heavy bolter
- Two lasgun arrays
- Multi-laser
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Amphibious
- Mobile Command Vehicle: Models embarked upon a vehicle with this special rule may still issue orders to squads. Measure range from any part of the Chimera´s hull when an officer embarked inside a Chimera issues an order.
TRANSPORT:
- Transport Capacity: 12 models.
- Fire Points: 2 models can fire from the top hatch.
- Access Points: Chimeras have 1 Access Point at the rear.
OPTIONS:
- May replace its heavy bolter with a heavy flamer - 0 pts
- May replace its multi-laser with one of the following:
- - Autocannon - 5 pts
- - Heavy flamer - 0 pts
- - Heavy bolter - 0 pts
- - Twin-linked heavy bolter - 5 pts
- May replace its multi-laser and two lasgun arrays with an autocannon - 0 pts
- May take items from the Astra Militarum Vehicle Equipment list.
CYCLOPS
BS | FA | SA | RA | HP | |||||
---|---|---|---|---|---|---|---|---|---|
Cyclops | 3 | 10 | 10 | 10 | 1 | ||||
WS | BS | S | T | W | I | A | Ld | Sv | |
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
UNIT TYPE:
Cyclops
- Vehicle
Operator
- Infantry
UNIT COMPOSITION:
- 1 Cyclops, 1 Operator...15 pts
WARGEAR
Cyclops
- 1 Cyclops demolition charge
Operator
- 1 lasgun
SPECIAL RULES:
- Remote Controlled: (Cyclops only) A model with this special rule may move within 1" of enemy models in the movement phase, if it does it must use its demolition charge that turn.
- Operator: The Operator does not have to remain in unit coherency with the rest of the unit. If the Operator is removed all Cyclops in the unit immediately suffer 1 glancing hit.
OPTIONS:
- May include up to 2 additional Cyclops - 10 pts/model
DEATH RIDER COMMAND SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Death Rider Veteran | 3 | 4 | 3 | 4 | 2 | 3 | 2 | 7 | 5+ |
Death Rider Commissar | 4 | 4 | 3 | 4 | 2 | 3 | 3 | 8 | 5+ |
Death Rider Commander | 3 | 4 | 3 | 4 | 2 | 3 | 3 | 8 | 5+ |
UNIT TYPE:
Death Rider Veteran
- Cavalry
Death Rider Commander
- Cavalry (Character)
- 4 death Rider Veterans, 1 Death Rider Commander...115 pts
WARGEAR:
- Close combat weapon
- Hunting lance (Death Rider Commander and Death Rider Veteran only)
- Frag grenades
- Laspistol
- Krak grenades
SPECIAL RULES:
- Feel No Pain (6+)
- Move Through Cover
- Stubborn (Death Rider Commissar only)
- Summary Execution (Death Rider Commissar only)
- Voice of Command (Death Rider Commander only)
OPTIONS:
- May include a Death Rider Commissar - 35 pts/model
- The Death Rider Commander and Death Rider Commissar may take items from the Melee Weapons and/or Ranged Weapons lists.
- The Death Rider Commander may take melta bombs - 5 pts
DEATH RIDER SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Death Rider | 3 | 3 | 3 | 4 | 2 | 3 | 2 | 7 | 4+ |
Death Rider Sergeant | 3 | 3 | 3 | 4 | 2 | 3 | 3 | 8 | 4+ |
UNIT TYPE:
Death Rider
- Cavalry
Death Rider Sergeant
- Cavalry (Character)
UNIT COMPOSITION:
- 4 Death Riders, 1 Death Rider Sergeant...105 pts
Wargear:
- Close combat weapon
- Frag grenades
- Hunting lance
- Laspistol
- Krak grenades
Special Rules:
- Feel No Pain (6+)
- Move Through Cover
Options:
- May include up to five additional Death Riders...19 pts/model
- The Death Rider Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
- The Death Rider Sergeant may take melta bombs...5 pts
DROP SENTINEL SQUAD
WS | BS | S | FA | SA | RA | I | A | HP | |
---|---|---|---|---|---|---|---|---|---|
Drop Sentinel | 3 | 3 | 5 | 10 | 10 | 10 | 3 | 1 | 2 |
UNIT TYPE:
- Vehicle (Walker, Open-topped)
UNIT COMPOSITION:
- 1 Drop Sentinel...26 pts
WARGEAR
- 1 heavy bolter
SPECIAL RULES
- Deep Strike
- Move Through Cover
- Scout
OPTIONS
- May include up to two additional Scout Sentinels...26 pts/model
- Any model may replace its heavy bolter with one of the following:
- - Heavy flamer...free
- - Multi-melta...5 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list
HADES
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Hades Drill | 3 | 12 | 10 | 10 | 2 |
UNIT TYPE:
- Vehicle (Heavy, Tank, Transport)
UNIT COMPOSITION:
- 1 Hades Drill...60 pts
SPECIAL RULES:
- Deep Strike
- Supterranean Assault: A unit with this special rule may attempt to Deep Strike on top of another unit. If a unit with this special rule cannot be placed when arriving from Deep Strike it counts as Tank Shocking and Ramming all non-vehicle and vehicle units respectively (friend and foe) which are preventing it from arriving.
- Melta Drill: Each unit tank-shocked by a model with this special rule suffers D3 Strength 9 AP 2 hits, each unit that is rammed by a model with this special rule suffers 1 Strength 9 AP 1 hit with the Armourbane special rule.
- Follow-up Attack: Models may not embark upon a model with this special rule and may only start the game embarked upon it if this model starts the game in Deep Strike reserve. Any models that start the game inside a model with this special rule must disembark immediately after this vehicle has entered the game.
TRANSPORT:
- Transport Capacity: 10 models.
- Access Points: Models may disembark from this vehicle as if it was an Open-topped vehicle.
HELLHOUND SQUADRON
BS | FA | SA | RA | HP | ||
---|---|---|---|---|---|---|
Hellhound | 3 | 12 | 12 | 10 | 3 |
UNIT TYPE:
- Vehicle (Fast, Tank)
UNIT COMPOSITION:
- 1 Hellhound...100 pts
Wargear
- 1 heavy bolter
- 1 inferno cannon
Options
- May include up to two additional Hellhounds - 100 pts/model
- Any model may replace its heavy bolter with one of the following:
- - Heavy flamer - 0 pts
- - Multi-melta - 10 pts
- Any model may replace its inferno cannon with one of the following:
- - Chem cannon - 0 pts
- - Melta cannon - 5 pts
- Any model may take items from the Astra Militarum Vehicle Equipment list.
COMMAND SALAMANDER
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Command Salamander | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Tank, Open-topped, Fast)
UNIT COMPOSITION:
- 1 Salamander...50 pts
WARGEAR:
- Heavy flamer
- Heavy bolter
- Aspex surveyor
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Night Vision
- Scout
- Amphibious
OPTIONS:
- Any model may take items from the Astra Militarum Vehicle Equipment list.
SALAMANDER SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Salamander | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Tank, Open-topped, Fast)
UNIT COMPOSITION:
- 1 Salamander...55 pts
WARGEAR:
- Autocannon
- Heavy bolter
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Scout
- Amphibious
OPTIONS:
- Any model may take items from the Astra Militarum Vehicle Equipment list.
SCOUT SENTINEL SQUADRON
WS | BS | S | FA | SA | RA | I | A | HP | |
---|---|---|---|---|---|---|---|---|---|
Scout Sentinel | 3 | 3 | 5 | 10 | 10 | 10 | 3 | 1 | 2 |
UNIT TYPE:
- Vehicle (Walker, Open-topped)
UNIT COMPOSITION:
- 1 Scout Sentinel...21 pts
WARGEAR
- Powerlifter
SPECIAL RULES
- Infiltrate
- Move Through Cover
- Scout
OPTIONS:
- May include up to two additional Scout Sentinels - 26 pts/model
- Any model may replace its powerlifter with one of the following:
- - Autocannon - 10 pts/model
- - Heavy flamer - 5 pts/model
- - Missile launcher with 1/2/3 types of ammunition*4...8/12/15 pts/model
- - Multi-laser - 5 pts/model
- - Multiple rocket pod - 10 pts/model
- - Lascannon - 15 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list
- *4 Note down on your army list which of the three ammunition types (krak, flakk and/or frag) the weapon in question can fire.
ROUGH RIDER SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Rough Rider | 3 | 3 | 3 | 4 | 2 | 3 | 2 | 7 | 5+ |
Rough Rider Sergeant | 3 | 3 | 3 | 4 | 2 | 3 | 3 | 8 | 5+ |
UNIT TYPE:
Rough Rider
- Cavalry
Rough Rider Sergeant
- Cavalry (Character)
UNIT COMPOSITION:
- 4 Rough Riders, 1 Rough Rider Sergeant...85 pts
Wargear:
- close combat weapon
- Frag grenades
- hunting lance
- laspistol
- Krak grenades
Options:
- May include up to five additional Rough Riders...15 pts/model
- The Rough Rider Sergeant may take items from the Melee Weapons list.
- The Rough Rider Sergeant may replace their laspistol or close combat weapon with plasma pistol...5 pts
- The Rough Rider Sergeant may take melta bombs...5 pts
- Up to two Rough Riders may take items from the Special Weapons list.
MUKAALI RIDER SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | ||
---|---|---|---|---|---|---|---|---|---|---|
Mukaali Rider | 3 | 3 | 5 | 4 | 3 | 3 | 2 | 7 | 5+ | |
Mukaali Rider Sergeant | 3 | 3 | 3 | 4 | 2 | 3 | 3 | 8 | 5+ |
UNIT TYPE:
Mukaali Rider
- Cavalry
Mukaali Rider Sergeant
- Cavalry (Character)
UNIT COMPOSITION:
- 2 Mukaali Riders, 1 Mukaali Rider Sergeant...85 pts
WARGEAR:
- Close combat weapon
- Hunting lance
- Laspistol
- Frag grenades
- Krak grenades
OPTIONS:
- May include up to five additional Rough Riders...20 pts/model
- The Rough Rider Sergeant may take items from the Melee Weapons list.
- The Rough Rider Sergeant may replace their laspistol or close combat weapon with plasma gun...5 pts
- The Rough Rider Sergeant may take melta bombs...5 pts
- Up to two Rough Riders may take items from the Special Weapons list.
TAUROX
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Taurox | 3 | 11 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Transport)
UNIT COMPOSITION:
- 1 Taurox...45 pts
WARGEAR:
- Twin-linked autocannon
SPECIAL RULES:
- All-terrain APC
TRANSPORT:
- Transport Capacity: 10 models.
- Fire Points: 2 on each side of the hull.
- Access Points: A Taurox has 1 Access point on each side of the hull and 1 at the rear.
Options:
- May take items from the Astra Militarum Vehicle Equipment list.
TAUROX PRIME
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Taurox Prime | 4 | 11 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Transport)
UNIT COMPOSITION:
- 1 Taurox Prime...55 pts
WARGEAR:
- Taurox battle cannon
- Twin-linked hot-shot volley gun
SPECIAL RULES:
- All-terrain APC
TRANSPORT:
- Transport Capacity: 10 models.
- Fire Points: 2 on each side of the hull.
- Access Points: A Taurox has 1 Access point on each side of the hull and 1 at the rear.
OPTIONS:
- May replace its Taurox battle cannon with one of the following:
- Twin-linked Taurox gatling cannon - 10 pts - Twin-linked missile launcher with 1/2/3 types of ammunition*4...0/4/7 pts
- May replace its twin-linked hot-shot volley gun with a twin-linked autocannon - 0 pts
- May take items from the Astra Militarum Vehicle Equipment list.
- *4 Note down on your army list which of the three ammunition types (krak, flakk and/or frag) the weapon in question can fire.
TAUROS SQUADRON
BS | FA | SA | RA | HP | ||
---|---|---|---|---|---|---|
Tauros | 3 | 10 | 10 | 10 | 2 | |
Tauros Venator | 3 | 11 | 10 | 10 | 2 |
UNIT TYPE:
- Vehicle (Fast, Open-topped)
UNIT COMPOSITION:
- 1 Tauros...35 pts
WARGEAR
- Heavy flamer (Tauros only)
- Twin-linked multi-laser (Tauros Venator only)
- Searchlight
SPECIAL RULES:
- Move Through Cover
- Scout
- Four Wheel Drive: When a vehicle with this special rule would be Immobilised roll a D6. On a roll of 4+ the immobilization result is ignored (but a Hull Point is removed as normal).
OPTIONS:
- May include up to two additional Tauros...35 pts/model
- May replace any Tauros with a Tauros Venator...10 pts/model
- Any model may replace its heavy flamer with Tauros grenade launcher...5 pts/model
- Any model may replace its twin-linked multi-laser with a twin-linked lascannon...10 pts
- May take items from the Astra Militarum Vehicle Equipment list.
TROJAN
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Trojan | 3 | 10 | 10 | 10 | 2 |
UNIT TYPE:
- Vehicle (Transport, Fast, Open-topped)
UNIT COMPOSITION:
- 1 Trojan...50 pts
WARGEAR:
- Heavy flamer
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Amphibious
- Artillery Tractor: A model with this special rule can transport models with the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
- Support Vehicle: Once per Shooting phase you may nominate a friendly Tank or Artillery model within 6" of this model. The nominate model may re-roll failed To Hit rolls until the end of the turn.
TRANSPORT:
- Transport Capacity: 6 models.
- Access Points: Trojans have 1 Access Point at the top hatch.
OPTIONS:
- May replace its heavy flamer with a heavy bolter - 5 pts
- May take items from the Astra Militarum Vehicle Equipment list.
VALKYRIE SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Valkyrie | 3 | 12 | 12 | 10 | 3 |
Vendetta | 3 | 12 | 12 | 10 | 3 |
UNIT TYPE:
- Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION:
- 1 Valkyrie...100 pts
WARGEAR:
- Extra armour
- Multi-laser
- Searchlight
- Two hellstrike missiles
SPECIAL RULES:
- Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.
TRANSPORT:
- Transport Capacity: (Valkyrie only) Twelve models.
- Transport Capacity: (Vendetta only) Six models.
- Access Points: 1 access point on each side of the hull and 1 at the rear
OPTIONS:
- May include up to two additional Valkyries - 100 pts/model
- All Valkyries may be upgraded to Vendettas, replacing two hellstrike missiles and multi-laser with a twin-linked lascannon and two hellfury missiles - 50 pts/model
- Any Valkyrie may replace its multi-laser with a lascannon - 0 pts
- Any Valkyrie may replace its two hellstrike missiles with two multiple rocket pods - 10 pts
- Any Valkyrie may take two heavy bolters - 25 pts
- Any Vendetta may replace its two hellfury missiles with two twin-linked lascannons - 20 pts
- Any Vendetta may take two heavy bolters - 25 pts
HEAVY SUPPORT
BOMBARD TEAM SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Bombard | 3 | 14 | 13 | 11 | 3 |
Trojan | 3 | 10 | 10 | 10 | 2 |
UNIT TYPE:
Bombard
- Vehicle (Heavy, Tank)
Trojan
- Vehicle (Transport, Fast, Open-topped)
UNIT COMPPOSITION:
- 1 Bombard, 1 Trojan...110 pts
WARGEAR:
Bombard
- Bombard heavy siege mortar
- Searchlight
- Smoke launchers
Trojan
- Heavy flamer
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Amphibious (Trojan only)
- Artillery Tractor: (Trojan only) A model with this special rule can transport models with the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
- Support Vehicle: (Trojan only) Once per Shooting phase you may nominate a friendly Tank or Artillery model within 6" of this model. The nominate model may re-roll failed To Hit rolls until the end of the turn.
OPTIONS:
- May include up to two additional Bombard teams each including 1 Bombard and 1 Trojan...110 pts each
- Any model may take items from the Astra Militarum Vehicle Equipment list.
DESTROYER SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Destroyer | 3 | 14 | 13 | 11 | 3 |
UNIT TYPE:
- Vehicle (Tank)
UNIT COMPOSITION:
- 1 Destroyer...160 pts
WARGEAR:
- Destroyer laser cannon
- Searchlight
- Smoke launchers
OPTIONS:
- May include up to two additional Destroyers...160 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list.
FIELD ARTILLERY TEAM SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Artillery Piece | 7 | 2 | 3+ |
UNIT TYPE:
- Artillery
UNIT COMPOSITION:
- 3 Guardsmen, 1 Artillery Piece...45 pts
WARGEAR:
Guardsman
- Laspistol
- Frag grenades
Artillery Piece
- 1 heavy mortar
SPECIAL RULES:
- Immobile Artillery: (Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still
OPTIONS:
- Any model may replace their laspistol with a lasgun - 1 pt/model
- Any model may replace its heavy mortar with one of the following:
- - Heavy siege mortar...free
- - Illumn mortar...free
- - Quad launcher...35 pts/model
- May include up to two additional Field Artillery Teams, each consting of 3 Guardsmen and 1 Artillery Piece...45 pts each
- May include up to 2 additional guardsmen for each Artillery Piece in the unit...10 pts/model
HEAVY ARTILLERY TEAM SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Heavy Artillery Piece | 7 | 2 | 3+ |
UNIT TYPE:
- Artillery
UNIT COMPOSITION:
- 4 Guardsmen, 1 Heavy Artillery Piece...100 pts
WARGEAR:
Guardsman
- Frag grenades
- Laspistol
Heavy Artillery Piece
- Earthshaker cannon
SPECIAL RULES:
- Immobile Artillery: (Heavy Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still
OPTIONS:
- Any model may replace its laspistol with a lasgun...1 pt/model
- Any model may replace its earthshaker cannon with one of the following:
- - Medusae siege cannon - 20 pts/model
- - Medusae bastion breacher - 25 pts/model
- May include up to 2 additional Heavy Artillery Teams, each consting of 4 Guardsmen and 1 Heavy Artillery Piece...100 pts each
- May include up to 4 additional guardsmen for each Heavy Artillery Piece in the unit...10 pts/model
HEAVY WEAPONS SQUAD
Cost | WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|---|
Heavy Weapons Team | 30 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | 5+ |
UNIT TYPE:
- Infantry
UNIT COMPOSITION:
- 3 Heavy Weapons Teams...30 pts
Wargear:
- Frag grenades
- Lasgun
Special Rules:
- Swarms
- Eternal Warrior
Options
- All Heavy Weapons Teams in the squad, must take items from the Heavy Weapons list.
LEMAN RUSS SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Leman Russ Battle Tank | 3 | 14 | 13 | 10 | 3 |
Leman Russ Siege Tank | 3 | 14 | 13 | 11 | 3 |
Leman Russ Conqueror | 3 | 14 | 13 | 10 | 3 |
UNIT TYPE:
- Vehicle (Heavy, Tank)
UNIT COMPOSITION:
- 1 Leman Russ Battle Tank...125 pts
WARGEAR:
- Eradicator nova cannon (Leman Russ Battle Tank only)
- Punisher gatling cannon (Leman Russ siege Tank only)
- Conqueror battle cannon (Leman Russ Conqueror only)
- Storm bolter (Leman Russ Conqueror only)
- Heavy bolter
- Searchlight
- Smoke Launchers
OPTIONS
- May include up to two additional Leman Russ Battle Tanks - 125 pts/model
- Any model may replace its eradicator nova cannon with one of the following:
- - Exterminator autocannon...free
- - Leman Russ battle cannon...30 pts/model
- - Twin-linked lascannon...free
- - Vanquisher cannon...10 pts/model
- Any model may replace its eradicator nova cannon and heavy bolter with a lascannon and a twin-linked lascannon - 10 pts
- May replace any Leman Russ Battle Tank with one of the following:
- - Leman Russ Conqueror...25 pts/model
- - Leman Russ Siege Tank...5 pts/model
- Any model may replace its punisher gatling cannon with one of the following:
- - Leman Russ demolisher cannon...30 pts/model
- - Executioner plasma cannon...40 pts/model
- Any model may replace its heavy bolter with a heavy flamer...free
- Any model may take one of the following:
- - Two heavy flamers...10 pts/model
- - Two heavy bolters...20 pts/model
- - Two multi-meltas...20 pts/model
- - Two plasma cannons...30 pts/model
- Any model may take items from the Astra Militarum Vehicle Equipment list.
SABRE WEAPONS TEAM SQUAD
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Sabre | 7 | 2 | 3+ | ||||||
Combat Engineer | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
UNIT TYPE:
- Artillery
UNIT COMPOSITION:
- 1 Guardsman, 1 Sabre...35 pts
WARGEAR:
Combat Engineer
- Frag grenades
- Twin-linked shotgun
Guardsman
- Lasgun
Sabre
- Twin-linked heavy bolter
OPTIONS:
- Any model may replace 1 twin-linked heavy bolter with one of the following:
- - Laser destroyer...20 pts/model
- - Quad heavy stubber...5 pts/model
- - Sabre searchlight...free
- - Twin-linked autocannon...5 pts/model
- - Twin-linked lascannon...10 pts/model
- May include up to 2 additional Sabre Weapons Teams, each consting of 1 Guardsman and 1 Sabre...30 pts each
- May include up to 1 additional Guardsman for each Sabre in the unit...8 pts/model
- May replace all Guardsmen with Combat Engineers...5 pts/model
SENTRY GUN BATTERY
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Sentry Gun | 2 | 10 | 10 | 10 | 1 |
UNIT TYPE:
- Vehicle
UNIT COMPOSITION:
- 1 Sentry Gun...15 pts
WARGEAR:
- Twin-linked heavy bolter
SPECIAL RULES:
- Firing Modes: A sentry gun can fire in one of two modes. You must decide which mode the sentry gun will be set in before the start of the game. You cannot change the mode once you have decided, it remains in that mode for the rest of the game.
- - Point Defence Mode: The Sentry Gun may never turn or move.
- - Sentry Mode: The Sentry Gun must face to turn the nearest enemy unit during your movement phase, it may not move.
- Target Priority: Sentry Gun Batteries must shoot at the nearest enemy prime target within range and line of sight of all the Sentry Guns in the Sentry Gun Battery. If no prime target is within range or line of sight of all Sentry Guns in the Sentry Gun Battery then the Sentry Gun Battery will fire at the closest enemy unit within range and line of sight of all Sentry Guns in the Sentry Gun Battery. If no such target is available the unit must target the nearest enemy unit which the most Sentry Guns can fire at.
- Prime Target: If armed with twin-linked heavy bolter Sentry Guns treat unengaged units including one or more models with the Bike, Cavalry, Infantry, Jump Infantry as prime targets, otherwise they treat unengaged Monstrous Creatures and unengaged vehicles as prime targets.
OPTIONS:
- All models may replace their twin-linked heavy bolter with one of the following:
- - Multi-melta - 0 pts
- - Twin-linked lascannon - 15 pts/model
THUNDERER SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Thunderer | 3 | 14 | 13 | 11 | 3 |
UNIT TYPE:
- Vehicle (Tank)
UNIT COMPOSITION:
- 1 Thunderer...140 pts
WARGEAR:
- Demolisher cannon
- Searchlight
- Smoke Launchers
OPTIONS:
- May include up to 2 additional Thunderers...140 pts/model
- Any model may replace its demolisher cannon with a laser destroyer...free
- Any model may take items from the Astra Militarum Vehicle Equipment list.
ORDNANCE SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Ordnance Platform | 3 | 10 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Open-topped)
UNIT COMPOSITION:
- 1 Ordnance Platform...65 pts
WARGEAR:
- Heavy Bolter
- Two twin-linked hydra autocannons
- Searchlight
- Smoke Launchers
OPTIONS:
- May include up to 2 additional Ordnance Platforms...40 pts/model
- Any model may replace two twin-linked hydra autocannons with one of the following:
- - Earthshaker cannon...40 pts/model
- - Four storm eagle missiles...70 pts/model
- - Four lightning raptor missiles...70 pts/model
- Any model may replace its heavy bolter with a heavy flamer...free
- Any model may take camo netting...15 pts/model
ORDNANCE TANK SQUADRON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Ordnance Tank | 3 | 12 | 10 | 10 | 3 |
UNIT TYPE:
- Vehicle (Open-topped, Tank)
UNIT COMPOSITION:
- 1 Ordnance Tank...65 pts
WARGEAR:
- Heavy Bolter
- Searchlight
- Smoke Launchers
- Two twin-linked hydra autocannons
Options:
- May include up to 2 additional Ordnance Tanks...65 pts/model
- Any model may replace its two twin-linked hydra autocannons with one of the following:
- - Collossus siege mortar - 25 pts/model
- - Deathstrike missile launcher - 65 pts/model
- - Griffon heavy mortar - 15 pts/model
- - Medusae siege cannon - 70 pts/model
- - Medusae bastion breacher - 75 pts/model
- - Earthshaker cannon - 55 pts/model
- - Two twin-linked stormshard mortars - 10 pts/model
- - Four storm eagle rockets - 95 pts/model
- - Four lightning raptor rockets - 95 pts/model
- Any model may replace its heavy bolter with a heavy flamer...free
- Any model may take items from the Astra Militarum Vehicle Equipment list.
LORDS OF WAR
BANEBLADE VARIANT TANK
BS | FA | SA | RA | HP | Unit Type | Unit Composition | |
---|---|---|---|---|---|---|---|
Banehammer | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank, Transport) | |
Baneblade | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Doomhammer | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank, Transport) | |
Banesword | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Hellhammer | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Shadowsword | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Stormblade | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Stormlord | 3 | 14 | 13 | 12 | 9 | Super-heavy Vehicle (Tank) | |
Stormsword | 3 | 14 | 13 | 12 | 9 |
UNIT TYPE:
Banehammer, Doomhammer and Stormlord
- Super-heavy Vehicle (Tank, Transport)
Baneblade, Banesword, Hellhammer, Shadowsword, Stormblade and Stormsword
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Banehammer...410 pts
WARGEAR:
Baneblade
- Autocannon
- Baneblade cannon
- Demolisher cannon
- Twin-linked heavy bolter
- Searchlight
- Smoke launchers
Banehammer
- Searchlight
- Smoke launchers
- Tremor cannon
- Twin-linked heavy bolter
Banesword
- Quake cannon
- Searchlight
- Smoke launchers
- Twin-linked heavy bolter
Doomhammer
- Magma cannon
- Searchlight
- Smoke launchers
- Twin-linked heavy bolter
Hellhammer
- Autocannon
- Hellhammer cannon
- Demolisher cannon
- Searchlight
- Smoke launchers
- Twin-linked heavy bolter
Shadowsword
- Searchlight
- Smoke launchers
- Volcano cannon
Stormblade
- Heavy bolter
- Plasma blastgun
- Searchlight
- Smoke launchers
Stormsword
- 1 stormsword cannon
- 1 heavy bolter
- Searchlight
- Smoke launchers
SPECIAL RULES:
- Ignores Cover
- All Power to Weapons!: If a model with this special rule does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).
TRANSPORT:
- Transport Capacity: (Banehammer and Doomhammer only) 25 models.
- Transport Capacity: (Stormlord only) 40 models.
- Fire Points: (Banehammer and Doomhammer only) 10 models can fire from the troop bay.
- Fire Points: (Stormlord only) 20 models can fire from the troop bay.
- Access Points: (Banehammer and Doomhammer only) Banehammers and Doomhammers have 1 Access Point at the rear.
- Access Points: (Stormlord only) Stormlords are treated as Open-topped vehicle for the purpose of embarking and disembarking. The +1 damage modeifier for Open-topeed vehicles does not apply to Stormlords.
OPTIONS:
- May replace the Doomhammer with one of the following:
- - Baneblade...105 pts
- - Banehammer...free
- - Banesword...20 pts
- - Hellhammer...120 pts
- - Shadowsword...60 pts
- - Stormblade...free
- - Stormlord...60 pts
- - Stormsword...120 pts
- May take up to one of each of the following:
- - Hunter-killer missile...14 pts
- - Heavy stubber...3 pts
- - Storm bolter...5 pts
- - Ace crew...1/6th of the vehicle's pts cost including all other options except this one
- May take up to two of the following:
- - Two lascannons and two twin-linked heavy bolters...60 pts each
- - Two lascannons and two twin-linked heavy flamers...50 pts each
- Shadowswords may take one of the following:
- - Twin-linked heavy bolter...10 pts each
- - Twin-linked heavy flamer...7 pts each
- Shadowswords may replace its two lascannons with a targeting array...free
CRASSUS VARIANT TANK
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Crassus | 3 | 14 | 13 | 12 | 6 |
Dominus | 3 | 14 | 13 | 12 | 6 |
Praetor | 3 | 14 | 13 | 12 | 6 |
UNIT TYPE:
Crassus
- Super-heavy Vehicle (Tank, Transport)
Dominus and Praetor
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Crassus...250 pts
WARGEAR:
Dominus
- Triple bombard
- Two heavy bolters
Praetor
- Praetor launcher
- Two heavy bolters
Crassus
- Four heavy bolters
- Searchlight
- Smoke launchers
TRANSPORT:
- Transport Capacity: (Crassus only) 35 models.
- Access Points: Crassi have 1 Access Point at the rear. Up to 2 units may embark onto or disembark from a Crassus in the same turn. Alternatively a single unit may disembark in the same turn another unit embarks.
OPTIONS:
- May replace the Crassus with one of the following:
- - Dominus...30 pts
- - Praetor...50 pts
- May replace any of its heavy bolters with one of the following:
- - Autocannon...5 pts each
- - Heavy flamer...free
- - Lascannon...10 pts each
- May take items from the Astra Militarum Vehicle Equipment list.
GORGON
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Gorgon | 3 | 14 | 14 | 10 | 9 |
UNIT TYPE:
- Super-heavy Vehicle (Open-topped, Tank, Transport)
UNIT COMPOSITION:
- 1 Gorgon...435 pts
WARGEAR:
- Dozer blade
- Gorgon mortar
- Searchlight
- Smoke launchers
- Two twin-linked heavy stubbers
SPECIAL RULES:
- Amphibious
- Armoured Prow: Reduce the strength of any attack made against this vehicle's front Armour by 1.
OPTIONS:
- May replace its Gorgon mortar with one of the following:
- - Four heavy bolters...20 pts
- - Four heavy flamers...5 pts
- - Four heavy stubbers...free
- May take a hunter-killer missile...14 pts
MACHARIUS
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Macharius | 3 | 14 | 13 | 12 | 6 |
UNIT TYPE:
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Macharius...325 pts
Wargear:
- Macharius battle cannon
- Twin-linked heavy stubber
- Two heavy stubbers
SPECIAL RULES:
- All Power to Weapons!: If a model with this special rule does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).
OPTIONS:
- May replace its Macharius battle cannon with one of the following:
- - Macharius vanquisher cannon - 50 pts
- - Omega pattern plasma blastgun - 50 pts
- - Vulcan mega-bolter - 80 pts
- May replace its two heavy stubbers with one of the following:
- - Two heavy bolters - 10 pts
- - Two heavy flamers - 10 pts
- May take items from the Astra Militarum Vehicle Equipment list.
MALCADOR
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Malcador | 3 | 14 | 13 | 12 | 6 |
UNIT TYPE:
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Malcador...235 pts
'WARGEAR:
- Heavy bolter
- Leman Russ battle cannon
- Searchlight
- Two heavy stubbers
OPTIONS:
- May take a hunter-killer missile...14 pts
- May replace its Leman Russ battle cannon and heavy bolter with one of the following:
- - Chem inferno gun...50 pts
- - Five heavy bolters and 1 demolisher cannon...50 pts
- - Inferno gun...40 pts
- - Leman Russ battle cannon and 1 autocannon...5 pts
- - Leman Russ battle cannon and 1 lascannon...10 pts
- - Twin-linked lascannon and 1 autocannon...free
- - Twin-linked lascannon and 1 lascannon...5 pts
- - Twin-linked lascannon and 1 demolisher cannon...40 pts
- May replace its two heavy stubbers with one of the following:
- - Two autocannons...20 pts
- - Two lascannons...30 pts
- May replace its battle cannon, heavy bolter and two heavy stubbers with one of the following:
- - Chem inferno gun and 2 heavy bolters...60 pts
- - Chem inferno gun and 2 heavy flamers...60 pts
- - Inferno gun and 2 heavy bolter...50 pts
- - Inferno gun and 2 heavy flamers...50 pts
- May take one of the following:
- - Storm bolter...5 pts
- - Heavy stubber...5 pts
MINOTAUR
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Minotaur | 3 | 14 | 12 | 13 | 6 |
UNIT TYPE:
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Minotaur...275 pts
WARGEAR:
- Smoke launchers
- Searchlight
- Two earthshaker cannons
SPECIAL RULES:
- Indirect Fire: When a weapon with this special rule is fired or when a model with this special rule fires a Barrage weapon, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6".
OPTIONS:
- May take items from the Astra Militarum Vehicle Equipment list.
VALDOR
BS | FA | SA | RA | HP | |
---|---|---|---|---|---|
Valdor | 3 | 13 | 12 | 11 | 6 |
UNIT TYPE:
- Super-heavy Vehicle (Tank)
UNIT COMPOSITION:
- 1 Valdor...250 pts
WARGEAR:
- Heavy stubber
- Neutron laser projector
- Smoke launchers
- Searchlight
OPTIONS:
- May replace its heavy stubber with one of the following:
- - Autocannon - 10 pts
- - Heavy bolter...5 pts
- - Heavy flamer - 3 pts
- - Lascannon - 15 pts
- May take items from the Astra Militarum Vehicle Equipment list.
DETACHMENTS AND FORMATIONS
DETACHMENTS
IMPERIAL GUARD REGIMENT
RESTRICTIONS:
This Detachment must include 0-1 Command, 1+ Core and 0+ Auxiliary. All models in this Detachment must have the Imperial Guard faction or no faction.
COMMAND BENEFITS:
- Regimental Commander: If you include a Command choice in an Imperial Guard Regiment then no model with the Imperial Guard faction except a model selected as a Command choice for an Imperial Guard Regiment with the Voice of Command or Leman Russ Commander special rule may be your Warlord. If your Warlord has been chosen as part of a Command Choice for an Imperial Guard Regiment, your Warlord may issue up to three Orders each turn and the model's Leadership is increased to 10.
- Renowned Regiment: You may select a single renowned regiment, add the renowned regiment's restrictions and command benefits to this detachment's restrictions and command benefits respectively.
COMMAND:
- REGIMENTAL COMMAND
- - 1 Company Command Squad or Tank Commander
- - 0-1 Lord Commissar
- COLONEL COMMISAR IBRAM GAUNT
- - 1 Colonel Commissar Ibram Gaunt
CORE:
- ARMOURED COMPANY
- INFANTRY COMPANY
- VETERAN COMPANY
AUXILIARY:
- AERIAL COMPANY
- ARTILLERY COMPANY
- FORTIFICATION
- - 1 Fortification choice
- INFANTRY PLATOON
- MEDIC AUXILIARY
- - 1 Medic Cadre
- MINISTORUM AUXILIARY
- - 1 Ministorum Priest
- PSYKER AUXILIARY
- - 1 Primaris Psyker
- SENTINEL COMPANY
- STORM TROOPER PLATOON
- STORM TROOPER AUXILIARY
- - 1 Storm Trooper Squad
- - 0-1 Storm Trooper Command Squad
- OGRYN AUXILIARY
- - 1 Bullgryn Squad or Ogryn Squad
- RATLING AUXILIARY
- - 1 Ratling Squad
- ROUGH RIDER
- - 1 Mukaali Rider Squad or Rough Rider Squad
- WYRDVANE AUXILIARY
- - 1 Wyrdvane Brotherhood
IMPERIAL GUARD DETACHMENT
RESTRICTIONS:
This Detachment may only include units with either the Imperial Guard faction or no faction. This Detachment must include 1-2 HQ choices, 2-6 Troops choices or Infantry Platoons (in any combination), 0-2 Commissars, 0-1 Medic Cadre, 0-3 Ministorum Priests, 0-3 Primaris Psykers, 0-3 Enginseers, 0-3 Elites choices or Storm Trooper Platoons (in any combination), 0-3 Fast Attack choices, 0-3 Heavy Support choices, 0-1 Fortification choices and 0-1 Lords of War choice.
COMMAND BENEFITS:
- Renowned Regiment: You may select a single renowned regiment; add the renowned regiment´s restrictions and command benefits to this detachment´s restrictions and command benefits respectively.
- Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
- Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
IMPERIAL GUARD ALLIED DETACHMENT
RESTRICTIONS:
This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. This Detachment may only include units with the Imperial Guard faction. This Detachment must include 1 HQ choice, 1-2 Troops choices or Infantry Platoons (in any combination), 0-1 Commissar, 0-1 Medic Cadre, 0-1 Ministorum Priest, 0-1 Primaris Psyker, 0-1 Enginseer, 0-1 Elites choice or Storm Trooper Platoon, 0-1 Fast Attack choice and 0-1 Heavy Support choice.
COMMAND BENEFITS:
- Renowned Regiment: You may select a single renowned regiment, add the renowned regiment´s restrictions and command benefits to this detachment´s restrictions and command benefits respectively.
- Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
FORMATIONS
AERIAL COMPANY
FORMATION:
- 1-3 Valkyrie Squadrons
RESTRICTIONS:
None.
SPECIAL RULES:
- Aerial Formation: If a Reserves Roll for a unit from this Formation is successful, you can choose to automatically pass any remaining Reserves Rolls for units from this Formation this turn.
- Low Altitude Drop: At the start of your Movement phase, you can declare that one or more units from this Formation will enact low altitude drops. Any unit that does so may not Jink until your next Movement phase but any unit which disembarks from a vehicle using the Grav Chute Insertion special rule do not scatter during a turn in which the vehicle is making a low altitude drop.
ARMOURED COMPANY
FORMATION:
- 0-1 Commissar Tank
- 1 Tank Commander
- 2-4 Leman Russ Squadrons
- 0-1 Baneblade Variant Tank
- 1-3 Enginseers
RESTRICTIONS:
None.
SPECIAL RULES:
- Formation Leader: The Tank Commanders order (if effective) affects all Vehicle units from this Formation within 12" of the Tank Commander.
ARTILLERY COMPANY
FORMATION:
- 0-1 Commissar
- 1 Company Command Squad
- 2-3 Ordnance Tank Squadrons or Ordnance Platform Squadrons (in any combination)
- 1-3 Enginseers
Restritions:
The Company Command Squad must take 1 Chimera or 1 Taurox as a Dedicated Transport.
SPECIAL RULES:
- Artillery Command: The Company Commander from this Formation can issue the 'Smite at Will', 'Supressive Fire!' and 'Fire on my Target!' orders to all units of vehicles from this Formation within 12" of the Company Commander. The Leadership test is always taken at Leadership 9.
- Target Sighted: Models from this Formation count as having a line of sight to any target any Enginseers from this Formation have line of sight to.
INFANTRY COMPANY
FORMATION:
- 0-1 Commissar
- 1 Company Command Squad
- 2+ Infantry Platoons
RESTRICTIONS:
None.
SPECIAL RULES:
- Company Honour: Models with this special rule gain the Stubborn special rule while within 6" of a model from this Formation armed wtih a company standard.
- Objective Secured: Infantry models from an Infantry Company have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
- Punishing Fusilade: Whenever the Company Commander from this Formation issues an order to a unit from this Formation they apply to all units from this Formation within 12" of the Company Commander.
INFANTRY PLATOON
FORMATION:
- 0-1 Commissar
- 1 Platoon Command Squad
- 2-6 Infantry Squads
- 0-5 Heavy Weapons Squads
- 0-3 Special Weapons Squads
- 0-3 Sabre Weapons Team Squads
- 0-1 Conscript Squad
- 0-1 Armoured Sentinel Squadron or Scout Sentinel Squadron
Restritions:
None.
SPECIAL RULES:
- Combined Squad: Any number of Infantry Squads in this Formation may be organised into a single combined unit during deployment, the unit is treated as a single unit for the whole game.
- Troops: All models with this special rule change their battlefield role to Troops.
- Platoon Honour: Models with this special rule gain the Stubborn special rule while within 6" of a model from this Formation armed wtih a platoon standard.
SENTINEL COMPANY
FORMATION:
- 2-6 units from the following list in any combination:
- Armoured Sentinel Squadron - Drop Sentinel Squadron - Scout Sentinel Squadron
RESTRICTIONS:
Each unit must consist of 3 models.
SPECIAL RULES:
- Company Command: One model in this Formation must be upgraded to have the Character type at no additional cost. The Character may issue the 'Take Aim', 'Forwards for the Emperor' or 'Move! Move! Move!' order to all units from this Formation within 12" of the character. The Leadership test is taken at Leadership 9.
- Dedicated Hunters: At the start of your first turn, pick a unit in the enemy army. All models in this Formation have the Preferred Enemy (picked unit) special rule.
- Outflank
STORM TROOPER PLATOON
FORMATION:
- 1 Storm Trooper Command Squad
- 2-3 Storm Trooper Squads
Restritions:
None.
SPECIAL RULES
- Objective Secured: Infantry models from an Assault Company have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
VETERAN COMPANY
FORMATION:
- 0-1 Commissar
- 1 Company Command Squad
- 2+ Veteran Squad
- 0-1 Hellhound Squadron
Restritions:
None.
SPECIAL RULES:
- Objective Secured: Infantry models from an Assault Company have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
RENOWNED REGIMENTS
ARMAGEDDON STEEL LEGION
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Man and Steel: Any unit which has disembarked from a transport this turn may re-roll to hit rolls of 1 in the Shooting Phase.
- Ork-Fighters: During the sub-fight phase, any model with this special rule gains the Preferred Enemy (Orkz) special rule.
- Hive Soldiers: Any non-vehicle unit with this special rule has the Move Through Cover (Ruins) special rule.
CADIAN SHOCK TROOPERS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Battle Group Vox-net: When a model from this Detachment issues an order to a unit from this Detachment, roll an additional dice for the Leadership test and discard the highest roll.
- Sharpshooters: Models from this Detachment can re-roll To Hit rolls of 1 when firing lasguns or hot-shot lasguns.
- All Infantry models in this Detachment must replace their lasguns with a kantrael pattern lasguns.
CATACHAN JUNGLE FIGHTERS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads, Rough Rider Squads or tanks.
This Detachment must include the following:
- 1-2 HQ choices, 2-6 Troops choices, 0-3 Elites choices, 0-3 Fast Attack choices, 0-3 Heavy Support choices, 0-1 Fortification choice and 0-1 Lord of War choice.
COMMAND BENEFITS:
- Brutal Close Combatants: Models from this Detachment may re-roll To Wound rolls of 1 in close combat.
- Guerilla Fighters: All models with Sv 5+ replace it with Sv 6+ and camo gear. Models from this Detachment have the Stealth (Forests and Jungles) and Move Through Cover special rules.
- Mk 4 Lascarbine: All models with lasguns in this detachment replace them with mk 4 lascarbines.
DEATH KORPS OF KRIEG
RESTRICTIONS:
This Detachment may not include Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Cult of Sacrifice: Models in this Detachment regroup automatically and are not forced to take Morale checks for suffering casualties during the Shooting phase.
- Death Korps: All Infantry models in this Detachment add +1 to their WS characteristic.
- Acid Gas Bombs: All infantry models are armed with acid gas bombs.
- Lucius Pattern Lasguns: All Infantry models replace their lasguns with lucius pattern lasguns.
ELLYSIAN DROP TROOPS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Drop Troops: All Veteran Squads in this Detachment gain the Deep Strike special rule.
- Drop Regiment: You may start rolling for whether or not units in this Detachment arrive from Deep Strike reserve starting turn 1.
- Sharpshooters: Models from this Detachment can re-roll To Hit rolls of 1 when firing lasguns or hot-shot lasguns.
- All Infantry models in this Detachment must replace their lasgun with a mk4 lascarbine.
HARAKONI WARHAWKS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Airborn Warriors: All Infantry models in this Detachment gain the Fearless special rule during a turn in which they arrive from Deep Strike reserve or disembark from a Flyer.
- Drop Regiment: You may start rolling for whether or not units in this Detachment arrive from Deep Strike reserve starting turn 1.
- Low Grav Born: All Infantry models in this Detachment do not Scatter when arriving from Deep Strike reserve and when using a Flyer´s Grav Chute special rule.
MORDANT ACID-DOGS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- All Infantry models in this Detachment must replace their lasguns with kantrael pattern lasguns.
- Campaign Trophies: At the start of the game, roll a D6 for each Veteran Squad in your army and consult the following table:
Roll Bonus 1 Blades and Knives: All models in the Veteran Squad may be armed with two close combat weapons at no additional cost. 2 Demolition Supply: All models in the Veteran Squad may be armed with krak grenades at no additional cost, the Veteran Sergeant may also be armed with melta bombs at no additional cost. 3 Triplex Pattern Lasguns: All models in the Veteran Squad may replace their lasguns with triplex pattern lasguns. 4 Vox Caster: One model in the Veteran Squad may be equipped with a vox-caster at no additional cost. Re-roll this result if if a model in the unit is already equipped with a vox-caster. 5 Makeshift-Armour: All models in the Veteran Squad may increase their Sv to 4+. 6 Dark Artefact: The Veteran Sergeant may be armed with a power sword, if the Veteran Sergeant does, add +1 to the Veteran Sergeant´s Attack characteristic. Each failed To Hit roll made by the Veteran Sergeant inflicts a single S 3 AP 3 hit on the nearest friendly model to the Veteran Sergeant, if no other models remain in the Veteran Sergeant´s unit, the Veteran Sergeant instead suffers an AP 3 wound.
- Departmento Munitorum 'Gifts': You may include an ammunition dump in your army for each Infantry Squad in this Detachment at no additional cost. All ammunition dumps must be placed at the same time and following the same rules as all other fortifications. Models within 2" of an ammunition dump re-roll failed To Hit rolls of 1 in the Shooting phase. A model in cover behind an ammunition dump has a 5+ cover save. The ammunition dump models can be no larger than 65 mm from any one edge to any other edge.
- Night Vision
MORDIAN IRON GUARD
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Obedient To the Letter: All models with this special rule treat their Leadership as 10 when receiving orders.
- Iron Discipline: Any unit with this special rule may choose to regroup automatically provided it is within 6" of a friendly model with the Voice of Command Special rule. While within 12" of a model with the Voice of Command special rule a model with this special rule may re-roll failed Morale checks during the enemy shooting phase.
- All Infantry models in this Detachment must replace their lasguns with a triplex pattern lasguns.
PRAETORIAN GUARD
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Fierce Gangers: Models from this Detachment have the Furious Charge and Counter Attack special rules.
- In Line: While all models in a unit from this Detachment are connected through one or more models in base contact with each other, all models in that unit may re-roll all failed leadership tests as well as To-Hit rolls of 1 in the shooting phase.
SAVLAR CHEM-DOGS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- In it for the Loot: Units with this special rule cannot contest objectives. They may capture objectives but only if no enemy units are within 3" of the objective. Each time an enemy unit is destroyed while one or more Infantry models from this Detachment is within 6" of the last destroyed model you gain 1 Victory Point.
- Scavengers: During deployment any model in this Detachment may replace their flamer with a ranged weapon with the Assault type an enemy Infantry or Jump Infantry model is armed with. Any Heavy Weapons Team model may replace its heavy bolter with a ranged weapon with the heavy type an enemy Bike, Jetbike, Infantry or Jump Infantry model is armed with. Note that this Command Benefit may not be used to take Tyranid weapons.
- Nitro Chem-Inhalers: Veteran Squads in this Detachment have the Fearless special rule.
TALLARN DESSERT RAIDERS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads or Death Rider Squads.
COMMAND BENEFITS:
- Swift and Deadly: All units with this special rule gain Fleet and the Hit and Run special rules. Leman Russ Squadrons with this special rule may also Flat out during the Shooting Phase despite having the Heavy type.
- The Desert's Shadow: Veteran Squads, Mukaali Rider Squads and Rough Rider Squads in this Detachment have the Infiltrate special rule.
TANITH FIRST AND ONLY
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Gaunt´s Ghosts: Infantry models from this Detachment have the Infiltrate special rule. All Infantry models in this Detachment are armed with camo gear.
- All Infantry models in this Detachment must replace their lasguns with a kantrael pattern lasguns.
VALHALLAN ICE WARRIORS
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Tenacious: All non-Tank models in this Detachment gain the Stubborn and Move Through Cover special rules. The dozer blade upgrade costs 0 pts for any unit in this Detachment.
VOSTROYAN FIRSTBORN
RESTRICTIONS:
This Detachment may not include Death Rider Command Squads, Death Rider Squads, Mukaali Rider Squads or Rough Rider Squads.
COMMAND BENEFITS:
- Bound by Blood: Infantry Squads from this Detachment within 18" of a Veteran Squad from this Detachment may re-roll failed Leadership tests as well as rolls of 1 to hit during both the Shooting and Close Combat Phase.
- The Firstborn: Any non-vehicle model with this special rule may take a 6+ Armour save against hits with AP5.
APPENDIX
This section of the book details many of the rules for using an army of the Imperial Guard in your games of Warhammer 40,000.
LEVELS OF ALLIANCE
Models with the Imperial Guard faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits.
Models with the Imperial Guard Faction have the following levels of alliance with other units from different Factions in the same army:
Battle Brothers: Imperial Guard models in a Detachment with the same Command Benefits as the model itself. Or if the model is not in a Detachment; Imperial Guard models that are not in Detachments.
Allies of Convenience: Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard models that are not Battle Brothers, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines, Space Wolves.
Desperate Allies: Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins, Orks, Tau Empire.
Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Dark Eldar, Genestealer Cults, Mutants and Heretics, Necrons, Tyranids.
SPECIAL RULES
An Imperial Guard army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.
ALL-TERRAIN APC
A vehicle with this special rule re-rolls failed Dangerous Terrain tests.
AMPHIBIOUS
A model with this special rule treat all water features as open terrain for movement purposes.
AURA OF DISCIPLINE
All friendly units within 6" may use this model's Leadership for all Morale, Fear, Pinning and Leadership tests.
DEVASTATING BLOW
Attacks with this special rule have the Armourbane and Fleshbane special rules and do not allow Feel No Pain rolls. In addition, succesful saving throws against attacks with this special rule must be re-rolled. Subtract 1 from all Reanimation Protocol rolls made against a weapon with this special rule. When a model suffers an unsaved Penetrating Hit or an unsaved Wound from an attack with this special rule; roll on the following table:
D6 | Result |
---|---|
1-2 | Nothing further happens |
3-4 | The model loses 1 further Hull Point or Wound with no saves or Feel No Pain rolls allowed. |
5-6 | The model loses 2 further Hull Points or Wounds with no saves or Feel No Pain rolls allowed. Roll again on this table. |
IT IS FOR YOUR OWN GOOD
If a Psyker suffers a Perils of the Warp while in a unit including a model with this special rule, no roll is made on the Perils of the Warp table, instead the Psyker is removed as a casualty.
SENIOR OFFICER
This model may issue up to two orders each turn.
SUMMARY EXECUTION
If a unit including a model with this special rule fails a Fear, Morale or Pinning test, you may roll a D6 and count as having passed the test, on a 2+ you choose and remove a model from the unit, on a 1 your opponent chooses. A model with this special rule cannot be chosen.
VOICE OF COMMAND
A model with this special rule is an officer.
A model with this special can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting Phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.
An officer can attempt to issue an order provided he is not locked in combat, falling back or has gone to ground. Issuing an order does not prevent the officer's unit from acting (shooting, Running etc.) later in that phase.
To issue an order declare the order your officer is attempting to issue and select a single friendly non-vehicle Imperial Guards unit within 12" of the officer - This can be the officer's own unit. The ordered unit must then take a Leadership test. If the test is passed the order takes effect.
If the test is failed the order does not take effect.
Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later that phase, whether the order was successful or not.
Orders cannot be issued to units that previously received an order that phase (regardless of whether the order took effect). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.
If a double 1 is rolled for an ordered unit's leadership test, all further orders issued this turn automatically take effect.
If a double 6 is rolled, the order does not take effect, and no further orders may be issued this turn by any officer.
IMPERIAL GUARD ORDERS
FIRST RANK, FIRE! SECOND RANK, FIRE!:
The ordered unit must make a shooting attack. When resolving this shooting attack, all models firing any lasgun weapons fire one additional shot.
FORWARDS! FOR THE EMPEROR!:
The ordered unit may run and shoot in the shooting phase in any order.
MOVE! MOVE! MOVE!:
The ordered unit must Run, rolling three dice and using the highest result for their run move.
SUPPRESSIVE FIRE!:
All models in the ordered unit gains Pinning on their shooting weapons until the end of the turn.
BRING IT DOWN!:
This order may only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.
FIRE ON MY TARGET!:
This order may only be issued by a model with the Senior Officer special rule. The ordered unit gains the Ignores Cover rule on their weapons until the end of the turn.
GET BACK IN THE FIGHT!:
This order may only be issued by a model with the Senior Officer special rule. Target unit automatically regroups or immediately ignores the effects of Go to Ground. This order can only target units falling back or units which have Gone to Ground. The squad may shoot as normal this turn.
IMPERIAL GUARD ARMOURY
MELEE WEAPONS
CLOSE COMBAT WEAPON
Range S AP Type - User - Melee
FORCE WEAPONS
Range S AP Type Force axe - +1 2 Melee, Force, Unwieldy Force lance - +2 4 Melee, Force Force stave - +2 4 Melee, Force Power sword - User 3 Melee
POWER WEAPONS
Range S AP Type Power axe - +1 2 Melee, Unwieldy Power fist - x2 2 Melee, Specialist Weapon, Unwieldy Power lance - +2 4 Melee Power maul - +2 4 Melee Power sword - User 3 Melee
‘‘‘POWERLIFTER
Range S AP Type - 9 4 Melee, Lift Things Up and Put Them Down
- Lift Things Up and Put Them Down: Hammer of Wrath attacks made by a model armed with a weapon with this special rule are conducted at S 7.
SERVO-ARM
Range S AP Type - x2 1 Melee, Specialist Weapon, Unwieldy
RANGED WEAPONS
ACID GAS BOMBS
Acid gas bombs may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile:
Range S AP Type 8" 1 - Assault 1, Blast, Poisoned (4+), Ignores Cover
ARTILLERY BOMBARDMENT
Range S AP Type ∞ 9 3 Ordnance 1, Barrage, Large Blast, Long Range Bombardment
- Long Range Bombardment: A weapon with this special rule scatters 3D6". If a Hit is rolled the shot still scatters, but only 2D6".
AUTO WEAPONS
Range S AP Type Autocannon 48" 7 4 Heavy 2 Heavy stubber 36" 4 6 Heavy 3 hydra autocannon 36" 7 4 Heavy 2, Interceptor, Skyfire Quad heavy stubber 36" 4 6 Heavy 6, Twin-linked
BANEBLADE VARIANT WEAPONS
Range S AP Type Baneblade cannon 72" 9 2 Primary Weapon 1, Apocalyptic Blast Hellhammer cannon 36" 10 1 Primary Weapon 1, Ignores Cover, Massive Blast Quake cannon 24"-180" 9 3 Primary Weapon 1, Apocalyptic Blast Stormsword siege cannon 36" 10 1 Primary Weapon 1, Apocalyptic Blast, Ignores Cover Tremor cannon 60" 8 3 Primary Weapon 1, Concussive, Massive Blast, Strikedown, Pinning Volcano cannon 120" 10 2 Primary Weapon 1, Devastating Blow, Large Blast
BOLT WEAPONS
Range S AP Type Bolt pistol 12" 4 5 Pistol Boltgun 24" 4 5 Rapid Fire Heavy Bolter 36" 5 4 Heavy 3, Monstrous Strength (2/3) Storm bolter 18" 4 5 Assault 2, Heavy Recoil Vulcan mega-bolter 60" 6 3 Heavy 15
- Monstrous Strength (2/3): When fired by a model with a Strength characteristic of 4 or higher treat this weapon as salvo 2/3.
- Heavy Recoil: When fired by a model with the Relentless or Slow and Purposeful special rule treat this weapon as Assault 4.
CHEM WEAPONS
Range S AP Type Chem cannon Template 1 3 Heavy 1, Poisoned (2+) Chem inferno gun Hellstorm 1 2 Heavy 1, Poisoned (2+)
CYCLOPS DEMOLITION CHARGE
Range S AP Type - 8 2 Heavy 1, Self-destruct
- Self-destruct: To fire a Cyclops demolition charge centre the large blast on the Cyclops hull, then remove the Cyclops and finally resolve any damage caused by the Cyclops demolition charge.
DEATHSTRIKE MISSILE
Range S AP Type 24-unlimited 10 1 Ordnance 1, Apocalyptic (10”) Blast, Barrage, Devastating Blow, Ignores Cover, One Use Only, No Ordinary Weapon, The Hour is Nigh
- No Ordinary Weapon: A weapon with this special rule cannot be destroyed by a Weapon Destroyed result. A Crew Stunned or Crew Shaken result has no effect on the deathstrike missile.
- The Hour is Nigh: This weapon may not be fired on the first game turn or in any turn in which the Deathstrike Missile Launcher has moved. To fire the deathstrike missile roll a D6 on a 4+ the missile is fired as normal, on a 3 or less the missile is not fired this turn. Add +1 to this roll for each full consecutive turn the Deathstrike Missile Launcher has remained stationary, not counting the current turn, and subtract -1 for each Weapon Destroyed result applied to this weapon.
DEMOLISHER CANNON
Range S AP Type 24" 10 2 Ordnance 1, Large Blast
EARTHSHAKER CANNON
Range S AP Type 36"-240" 9 3 Ordnance 1, Barrage, Large Blast
FLAMER WEAPONS
Range S AP Type Flamer Template 4 5 Assault 1 Heavy Flamer Template 5 4 Assault Inferno cannon Template 6 4 Heavy 1, Torrent Inferno gun Hellstorm Template 7 3 Heavy 1
GRENADE LAUNCHER WEAPONS
Range S AP Type Grenade launcher 36" 6 4 Heavy 1 36" 3 6 Heavy 1, Blast Tauros grenade launcher 36" 6 4 Heavy 2 36" 3 6 Heavy 2, Blast
LASER WEAPONS
Range S AP Type Hot-shot volley gun 24" 3 3 Salvo 2/4 Lasgun array 24" 3 - Assault 6, Manually Fired Lascannon 48" 9 2 Heavy 1 Multi-laser 36" 6 6 Heavy 3 Destroyer laser cannon 72" 10 1 Primary Weapon 1 Laser destroyer 36" 9 1 Ordnance 1, Twin-linked, Explosive Demise Neutron laser projector 72" 10 1 Heavy 1, Dangerous Reactor Core, Devastating Blow, Concussive, Shock Pulse, Strikedown
- Explosive Demise: When a non-vehicle model armed with a weapon with this special rule is destroyed roll a D6. If the result is 2+ then remove the model as normal. If the result is a 1 then place a Large Blast marker centered on the model. All units (friend and foe) suffer a number of S 3 AP - hits equal to the number of models from their unit beneath the template (excluding the model which caused the explosion). The explosion is resolved as a shooting attack.
- Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles.
- Dangerous Reactor Core: When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3" to the explosion radius.
- Power overwhelming: If weapon with this special rule fails it's Gets hot roll it immediately suffers an explosion result
- Manually Fired: A vehicle may fire only fire one weapon with this special rule if it has 3+ models embarked which are not firing their own weapons from its firing points. A vehicle may only fire two weapons with this special rule if it has 6+ models embarked which are not firing their own weapons from its firing points.
LASGUN WEAPONS
Range S AP Type Lasgun 24" 3 - Heavy 2 Hot-shot lasgun 18" 3 3 Rapid Fire Kantrael pattern lasgun 24" 3 - Burstfire 1/2 Mk 4 lascarbine 18" 3 - Assault 2 Lucius pattern Lasgun 24" 3 - Heavy 1, Shred Triplex pattern lasgun 30" 4 - Heavy 1 24" 3 - Heavy 2 12" 2 - Heavy 4
- Burstfire: Models armed with a burstfire weapon can move and fire two shots at targets within up to half their weapon's maximum range. If it has not moved, a model armed with a burstfire weapon can either fire one shot at maximum range or two shots at up to half the weapon's maximum range.
LEMAN RUSS WEAPONS
Range S AP Type Eradicator nova cannon 36" 6 4 Heavy 1, Large Blast, Ignores Cover Exterminator Autocannon 48" 7 4 Heavy 4, Twin-linked Vanquisher cannon 72" 10 2 Heavy 1, Devastating Blow Leman Russ battle cannon 72" 8 3 Primary Weapon 1, Large Blast Conqueror battle cannon 72" 8 3 Primary Weapon 1, Large Blast Punisher gatling cannon 24" 5 - Heavy 20 Leman Russ demolisher cannon 24" 10 2 Primary Weapon 1, Large Blast Executioner plasma cannon 36" 7 2 Heavy 3, Blast, Gets Hot, Fleshbane
MACHARIUS WEAPONS
Range S AP Type Macharius battle cannon 72" 8 3 Primary Weapon 1, Massive Blast Macharius vanquisher cannon 72" 8 3 Primary Weapon 1, Massive Blast 72" 10 1 Heavy 1, Devastating Blow, Twin-linked
MEDUSA WEAPONS
Range S AP Type Medusae Siege Cannon 36" 10 2 Ordnance 1, Large Blast Medusae Bastion Breacher 48" 10 1 Ordnance 1, Armourbane, Blast
MELTA WEAPONS
Range S AP Type Meltagun 12 8 1 Rapid Fire Multi-melta 24 8 1 Heavy 1, Melta Melta cannon 24" 8 1 Heavy 1, Blast, Melta
MISSILE WEAPONS
Range S AP Type Hellfury missile 72" 4 5 Heavy 1, Large Blast, Ignores Cover, One Use Only Hellstrike missile 72" 8 2 Primary Weapon 1, One Use Only Hunter-killer missile ∞ 8 2 Heavy 1, Twin-linked, One Use Only Missile launcher - Krak Missile 48" 8 2 Heavy 1 - Frag Missile 48" 4 4 Heavy 1, Blast - Flakk Missile 48" 8 2 Heavy 1, Skyfire
MORTAR WEAPONS
Range S AP Type Bombard heavy siege mortar 36"-240" 8 3 Ordnance 1, Massive Blast, Slow Rate of Fire Colossus siege mortar 24"-240" 6 3 Ordnance 1, Barrage, Large Blast, Indirect Fire, Ignores Cover Gorgon mortar 48" 4 6 Heavy 4, Barrage, Blast, One Use Only Griffon heavy mortar 12"-48" 6 4 Ordnance 1, Barrage, Large Blast, Twin-linked, Indirect Fire Heavy mortar 12"-48" 6 4 Ordnance 1, Barrage, Large Blast Heavy siege mortar 12"-48" 6 4 Heavy 1, Armourbane, Barrage, Blast Mortar 48" 4 6 Heavy 1, Barrage, Blast, Ignores Cover, Shred Stormshard mortar 48" 4 6 Heavy 2, Barrage, Blast, Ignores Cover, Shred
- Slow Rate of Fire: A weapon with this special rule may only be fired if it not fired last turn and if the vehicle firing it did not move this turn or the last.
- Indirect Fire: When a weapon with this special rule is fired or when a model with this special rule fires a Barrage weapon, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6".
PLASMA WEAPONS
Range S AP Type Plasma pistol 12" 7 2 Assault 1, Pistol, Gets Hot Plasma gun 24" 7 2 Rapid-Fire, Gets Hot Plasma cannon 36" 7 2 Heavy 2, Gets Hot, Blast, Monstrous Strength (1/2) Omega pattern plasma blastgun 60" 7 2 Ordnance 3, Large Blast 72" 9 2 Ordnance 1, Massive Blast, Gets Hot Omega pattern plasma blastgun 72" 8 2 Ordnance 2, Massive Blast 92" 10 2 Ordnance 1, Apocalyptic Blast, Gets Hot
- Monstrous Strength (1/2): When fired by a model with a Strength characteristic of 4 or higher treat this weapon as salvo 1/2.
PRAETOR LAUNCHER
Range S AP Type 12"-120" 8 3 Ordnance 2, Barrage, Large Blast, Twin-linked 12"-120" 6 4 Ordnance 2, Barrage, Massive Blast, Twin-linked, Ignores Cover 72" 8 3 Ordnance 2, Barrage, Skyfire, Interceptor, Twin-linked
QUAD LAUNCHER
Range S AP Type 12"-60" 5 5 Heavy 4, Barrage, Blast, Pinning, Shell Shock
- Shell Shock: Pinning tests taken in the same turn as a unit suffers one or more unsaved wounds from a weapon with this special rule are taken at -1 Leadership.
ROCKET WEAPONS
Range S AP Type Storm eagle rocket 24"-120" 10 4 Ordnance D3, Barrage, Limited Ammunition, Large Blast, One Use Only Lightning raptor rocket 24"-120" 9 2 Ordnance 1, Limited Ammunition, One Use Only, Skyfire Multiple rocket pod 24" 4 6 Heavy 1, Large Blast
- Limited Ammunition: A model may only fire one of these weapons each turn.
SHOTGUN
Range S AP Type 12" 3 6 Assault 2
TAUROX WEAPONS
Range S AP Type Taurox battle cannon 48" 7 4 Heavy 1, Blast Taurox gatling cannon 24" 4 - Heavy 10
TRIPLE BOMBARD
Range S AP Type 12"-36" 10 3 Primary Weapon 1 12"-60" 10 3 Primary Weapon 3, Divert Power
- Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.
SPECIAL ISSUE WARGEAR
AUSPEX
Enemy models may not infiltrate or use their Scout move to move within 24" of a model armed with an auspex.
AUSPEX SURVEYOR
Instead of firing any weapons or moving flat out a model armed with an auspex surveyor may use it to reduce the cover save of one enemy unit within 18" by 1.
BIONICS
A model armed with Bionics has the Feel No Pain (6+) special rule.
BRUTE SHIELD
A model armed with a brute shield has a 5+ invulnerable save and can re-roll failed To Wound rolls when making Hammer of Wrath attacks.
CAMO GEAR
A model armed with camo gear adds +1 to its cover save.
CARAPACE ARMOUR
A model armed with carapace armour has a 4+ Armour Save.
COG OF HET
A model armed with a Cog of Het gains the Stubborn special rule while within 6" of a friendly Vehicle.
COMPANY STANDARD
A model armed with a Company Standard has the Fearless special rule.
DRUSIAN LAURELS
A model armed with Drusian Laurels has a 6+ invulnerable save.
DUELIST HONOURS
A model armed with Duelist Honours adds +2 to its Weapon Skill characteristic.
MEDI-PACK
All models in a unit including a model armed with a medi-pack gain the Feel No Pain special rule.
PLATOON STANDARD
A model armed with a platoon standard has the Fearless special rule.
POWER FIELD
A model armed with a power field has a 4+ invulnerable save.
SABRE SEARCHLIGHT
Sabre searchlights are used when the Night Fighting rules are in effect. If a vehicle has a sabre searchlight, it can, after the rest of its unit has fired their weapons, choose to illuminate its unit's target with the sabre searchlight. If it does so, it also illuminates its own unit. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule.
ILLUMN MORTAR
During your shooting phase you may use the illumn mortar, if you do all models gain the Night Vision special rule until the start of your next shooting phase.
ORDER OF ST. KARK
A model armed with an Order of St. Kark may choose to execute two models from the model's own unit to have all models in the model's unit gain the Counter-attack special rule until the end of the turn. This action must be performed before Overwatch but after the Charge has been declared.
REFRACTOR FIELD
A model armed with a refractor field has a 5+ invulnerable save.
ROSARIUS
A model armed with a rosarius has a 4+ invulnerable save.
SLABSHIELD
While a model armed with a slabshield is in base contact with another model armed with a slabshield it gains Sv 3+.
Models (friend or foe) which are obscured by a model armed with a slabshield receive a 4+ cover save instead of a 5+ cover save for intervening models.
VOX-CASTER
An officer in a unit including a model armed with a vox-caster can issue orders to friendly units twice as far away as normal provided a model in the ordered unit is also armed with a vox-caster.
WINGED SKULL
A squad receiving an order from a model armed with a winged skull may re-roll the Leadership test to see whether or not the order takes effect
RELICS OF CONQUEST
FIST OF BROCKUS
S AP Type x2 2 Melee, Unwieldy, Defiance Eternal
- Defiance Eternal: The range of the Lord Commissar's Aura of Discipline is increased to 12".
KUROV'S AQUILA
Friendly Infantry models within 6" of the bearer of Kurov's Aquila gain the Preferred Enemy special rule.
THE BLACK PLATE
A model armed with The Black Plate has a 4+ Sv. While fighting in close combat a model armed with The Black Plate has a 3+ Sv.
THE MACHARIAN CROSS
At the start of the battle, after deployment but before the roll to seize the initiative, you may move up to 3 units 6". A unit utilizing this rule may not charge in the first game turn, nor may units utilizing the infiltrate special rule or Scout special rule make use of a Macharian Cross.
IMPERIAL GUARD VEHICLE WARGEAR
ACE CREW
A vehicle equipped with an ace crew adds +1 to its Ballistic Skill.
ARMOURED TRACK GUARD
When a vehicle armed with armoured track guards would be Immobilised roll a D6. On a roll of 4+ the immobilization result is ignored (but a Hull Point is removed as normal).
AUGUR ARRAY
Fiendly units deep striking within 6" of a model armed with an augur array do not scatter.
ENCLOSED CREW COMPARTMENT
A vehicle armed with an enclosed crew compartment is not open-topped.
FIRE BARRELS
The first enemy unit to charge this vehicle suffers D6 Strength 4 AP 5 hits resolved as Overwatch.
RECOVERY GEAR
Roll a D6 at the end of each of your movement phases in which a vehicle with recovery gear is Immobilised; on the froll of a 4+, the vehicle is no longer Immobilised.
RELIC PLATING
Models armed with relic plating, generates D3 Warp Charges in your opponents psychic phase.
TARGETING ARRAY
A vehicle armed with 1 targeting array adds +1 to its Ballistic Skill.