Codex - Imperial Guard Angry Monkey Edition

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PDF version of the September 1st version of the codex - Click to download.

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
- 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 versions 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 a 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...2 pts
- Carapace armour...8 pts
- Camo gear...8 pts
  • Company Commander may take any of the following:
- Krak grenades...1 pt
- Carapace armour...6 pts
- Camo gear...6 pts
  • The Company Commander may take one of the following Warlord Traits:
- Master of Manouevre...free

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...free

Your Warlord, and all friendly units within 12", add 1" to the distance that they can move when they Run or Charge.

  • The unit may select a Chimera or 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 select 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 which is not armed with a vox-caster may take items from the Special Weapons list or 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 vox-caster may take items from the Special Weapons list.
  • All models may take krak grenades...5 pts
  • 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...10 pts

A model with this special rule is armed with melta bombs.

  • The unit may select a Chimera or 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
  • The unit may select 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...free
- Vanquisher cannon...10 pts/model
- Leman Russ battle cannon...30 pts/model
- Twin-linked lascannon...free
  • 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...free
  • 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 Imperial Guard 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 Imperial Guard 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 Imperial Guard 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...free
- Plasma cannon...15 pts/model
  • The unit may select a 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
  • The unit may select 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

RATLING SQUAD

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
  • The unit may select 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
  • The unit may select a Chimera or 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

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 Imperial Guard 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 Imperial Guard 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...free
  • May replace its multi-laser with one of the following:
- Autocannon...5 pts'
- Heavy flamer...free
- Heavy bolter...free
- Twin-linked heavy bolter...5 pts
  • May replace its multi-laser and two lasgun arrays with an autocannon...free
  • May take items from the Imperial Guard 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 SQUADRON

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 Imperial Guard Vehicle Equipment list

HADES DRILL

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...free
- Multi-melta...10 pts
  • Any model may replace its inferno cannon with one of the following:
- Chem cannon...free
- Melta cannon...5 pts
  • Any model may take items from the Imperial Guard 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 Imperial Guard 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:

  • May include up to two additional Salamanders...55 pts/model
  • Any model may take items from the Imperial Guard Vehicle Equipment list.

SENTINEL SQUADRON

WS BS S FA SA RA I A HP
Scout Sentinel 3 3 5 10 10 10 3 1 2
Armoured Sentinel 3 3 3 12 10 10 3 1 2


UNIT TYPE:

Armoured Sentinel

  • Vehicle (Walker

Scout Sentinel

  • Vehicle (Walker, Open-topped)

UNIT COMPOSITION:

  • 1 Scout Sentinel...21 pts

WARGEAR

Armoured Sentinel

  • Extra armour
  • Multi-laser

Scout Sentinel

  • Powerlifter

SPECIAL RULES

  • Infiltrate (Scout Sentinel only)
  • Move Through Cover (Scout Sentinel only)
  • Scout

OPTIONS:

  • May include up to two additional Scout Sentinels...21 pts/model
  • May upgrade all Scout Sentinels to Armoured Sentinels...12 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 ammunition4...8/12/15 pts/model
- Multi-laser...5 pts/model
- Multiple rocket pod...10 pts/model
- Lascannon...15 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 Imperial Guard Vehicle Equipment list

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 Imperial Guard 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 ammunition4...0/4/7 pts
  • May replace its twin-linked hot-shot volley gun with a twin-linked autocannon...free
  • May take items from the Imperial Guard Vehicle Equipment list.

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 Imperial Guard 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 Imperial Guard 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...free
  • 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 Imperial Guard 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 Imperial Guard 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...7 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

WS BS S T W I A Ld Sv
Heavy Weapons Team 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 Imperial Guard 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...free
- 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 Imperial Guard 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...15 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 Imperial Guard Vehicle Equipment list.

LORDS OF WAR

BANEBLADE

BS FA SA RA HP
Banehammer 3 14 13 12 9
Baneblade 3 14 13 12 9
Doomhammer 3 14 13 12 9
Banesword 3 14 13 12 9
Hellhammer 3 14 13 12 9
Shadowsword 3 14 13 12 9
Stormblade 3 14 13 12 9
Stormlord 3 14 13 12 9
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 Imperial Guard 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 Imperial Guard 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 Imperial Guard 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 Imperial Guard 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 select a Chimera or 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 Infantry model in this Detachment may replace their flamer with a ranged weapon with the Assault type an enemy Infantry, Jump Infantry, Jump Jet Infantry or Jet 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, Jump Infantry, Jump Jet Infantry or Jet 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 & 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 is free 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.
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 48" 8 3 Heavy 2, 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 - 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

KUROV'S AQUILA

The bearer and all 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 BLADE OF CONQUEST

Range S AP Type
- +1 3 Melee, Master-crafted

THE DEATHMASK OF OLLANIUS

The bearer of the Deathmask of Ollanius gains a 4+ invulnerable save, and has the It Will Not Die and Fear special rules.

THE EMPEROR'S BENEDICTION

Range S AP Type
12" 5 4 Pistol, Precision Shot, Master-crafted

THE FIST OF BROCKUS

Range 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".

THE LAURELS OF COMMAND

Whenever a friendly unit from Codex: Imperial Guard within 6" of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail. However, if the model with the Laurels is removed as a casualty, all friendly units from Codex: Imperial Guard within 6" must take an immediate Pinning test.

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.

THE TACTICAL AUTO-RELIQUARY OF TYBERIUS

When rolling Leadership tests for orders issued by an officer with the Tactical Auto-Reliquary, any successful Leadership test that results in a double will count as Inspired Tactics. However, if you roll a double 1 while using the Tactical Auto-Reliquary, you still benefit from Inspired Tactics, but it may no longer be used this game.

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.