Codex - Imperial Guard
Codex - Imperial Guard
Codex - Imperial Guard
IMPERIAL GUARD
Imperial Guard Armoury
Banner of Cadia: This combines the effects of a Commanders Standard and a Regimental
Standard.
Battle Claw: Yarrick may make attacks as either power fist or power weapon attacks (choose at the
beginning of each Assault phase).
Bionic arm: This is a power fist that strikes in Initiative order. In addition, the model has a 6+
Invulnerable save.
Camo-Cloak: A model with this has the Stealth special rule.
Carapace Armour: The model has a 4+ armour save.
Combi-Weapon: A combi-weapon is a bolter with one of the following one shot weapons built in:
flamer, grenade launcher, meltagun, plasma gun. You may not use both weapons in the same turn.
Company Standard: All friendly units with a model within 12'' of the banner may re-roll of failed
Leadership based tests, except Psychic tests.
Combat Shield: The model has a 5+ Invulnerable save in close combat. This does not count as a
close combat weapon.
Commanders Standard: This banner has the same effect as a Company Standard, and in addition
to this effect, all models in the Standard Bearer's unit add 1 to their Attack characteristic.
Demolition Charge: A Demolition Charge is a one use only weapon. It is a ordnance weapon that
may be used in the turn a model has moved. Place the Large Blast template as you would normally
and then scatter it.
Range Str AP Type
Demolition Charge 6'' 8 2 Ordnance 1, Large Blast
Eviscrator: This is a two-handed power weapon that treats the model as a Monstrous Creature
when attacking vehicles.
Flak Armour: The model has a 5+ armour save.
Flak Vest: The model has a 6+ armour save.
Force field: Whenever Yarrick is hit, roll a D6 and deduct the roll from the Strength of the attack. If
reduced to 0 or less, the attack is stopped completely.
Helm of Macharius: Macharius has a 3+ Invulnerable save.
Holy Relic: Once during the game, the model may reveal he has a holy relic. This may be done in
either players turn. On the turn it is revealed, all friendly models that are within 2D6'' of it gain +1
Attack for the rest of the turn.
Hunting Lance: During the turn a unit with at least one model with hunting lances charge, you may
elect to use the hunting lances. If you do so, all models with hunting lances strike at +2 Strength and
Initiative, and count as being armed with a power weapon. Afterwards the hunting lance may not be
used again.
Master-Vox: This has the same effect as a vox-caster, except that the unit may lend it's Leadership
to any number of squads in a turn.
Medallion Crimson: A model with this is immune to Instant Death.
Medi-Pack: A unit with a medi-pack may ignore the first failed save it suffers each turn. It may not
be used against an attack that inflicts Instant Death, or a close combat attack that allows no Armour
save. The medi-pack may not be used if the model is engaged with an enemy model.
Refractor Field: The model has a 5+ Invulnerable save.
Regimental Standard: All friendly units with a model within 12'' of the banner are Fearless.
Ripper Gun: A Ripper Gun is a two-handed close combat weapon that adds +1 Strength to an
Ogryn using it in close combat, and treats them as wielding a Heavy Close Combat Weapon.
Rosarius: The model has a 4+ Invulnerable save.
Servo-Arm: A Servo-Arm grants the model one additional close combat attack, made at Initiative 1
and Strength 8, ignoring Armour Saves.
Servo-Harness: A Servo-Harness gives the Techpriest an extra Servo-Arm (giving him two Servo-
Arm attacks), a plasma cutter (which can be fired in the Shooting phase as a twin-linked plasma
pistol, but which can't be used in close combat) and a flamer. In the shooting phase the Techpriest
may fire both harness-mounted weapons or one harness-mounted weapon and one of his personal
weapons. A Techpriest with a Servo-Harness may re-roll the dice when attempting to repair a
damaged vehicle.
Signum: Once per turn, the model or any model in his unit may re-roll one to hit dice in the
Shooting Phase.
Storm Shield: The model has a 4+ Invulnerable save in close combat. This requires one hand to use
This means that the model may never claim the +1 Attack bonus for being armed with two close
combat weapons.
Sword of Heironymo: This is a master-crafted power sword that counts as a trademark icon. In
addition, the user gains +1 Strength and Initiative.
Targetter: When shooting, a model with a targetter may measure to see if they are in range before
declaring their target.
Trademark Item: A unit led in person by a model with a trademark item may re-roll any failed
Morale of Pinning checks that it suffers. However, if the model is slain, the unit must pass a Morale
test to avoid falling back.
Twin Matched Hellpistols: These are twin-linked hellpistols that count as additional close combat
weapon. In addition, these count as a trademark item.
Vox-Caster: One squad per turn may use another units Leadership with the Rites of Command rule,
even if the unit with the Leadership they are trying to use is in reserves etc.
Special Rules
Amphibious: Chimeras treat all water features as clear terrain when they move.
Blessing of the Omnissiah: See DA for now (sorry...)
Bodyguard: If the model is within 2'' of his Officer, he may take any shooting hit instead of the
Officer. In addition, in the Assault phase, after models have moved but before combats are resolved,
the Bodyguard and his Officer may swap places with each other (ie, the Bodyguard will fight
whoever the commander was fighting while the commander takes on the Bodyguard's foes).
Bulky: Models with this rule use up two transport spaces.
Chain of Command: While the Command squad is alive, the model must maintain unit coherency
with it, and will no leave it.
Close Order Drill: A unit with Close Order Drill gains +1 to their Ballistic Skill, Initiative and
Leadership. A unit only benefits from this rule if all models in the unit are in base to base contact
with one another.
Crazy: When attacking a sentry, the alarm is only raised on a 6. Kage has a 5+ Invulnerable save.
Deadly Assault: When Macharius charges, he gains +D3 Attacks instead of +1.
Fanatical: The Priest and any model in the unit he is with may re-roll any failed to hit rolls in the
turn they charge.
Front-liner: The model, and every model in his unit gain +1 Attack in the turn they charge.
Go to Ground: If a Ratling Squad is in cover they do not take Morale tests from shooting (they
may still be Pinned).
Hardened Fighters: Models with this rule gain +1 to their Weapon Skill.
Harsh Discipline: Schaeffer, Kage and all sub-units are Fearless while Schaeffer is alive.
Master Strategist: If Macharius and/or Creed is present then you may choose to go first in any
mission where this is normally decided randomly.
Inspiring: The model, and any unit he leads, is Fearless.
Iron Discipline: The Officer, and any model in the same unit has him, doesn't suffer negative
Morale modifiers, and may regroup even if below half strength.
It's For Your Own Good!: A Psyker who suffers a Perils of the Warp attack while a Commissar is
in the same unit as him, the Commissar executes the Psyker immediately. The power the Psyker was
attempting does not work.
Jungle Fighters: A model with this rule gains the following benefits:
- Can see through 12'' of wooded or jungle terrain
- Receive a 4+ Cover save when in wooded or jungle terrain
- Ignore wooded and jungle terrain when moving
- Infiltrate if they deploy in a wood or jungle
- May instead of arming their heavy weapon platoon with one of the weapons listed, may
instead give one of them a heavy flamer for 10 pts
- Except for Straken, all models replace their flak armour for a flak vest
- May not be given carapace armour, lascannons or be mounted in a transport vehicle.
Light Infantry: A model with this rule gains the following benefits:
- Move Through Cover
- Infiltrate
- May instead of arming their heavy weapon platoon with one of the weapons listed, may
instead give both members of the team with a sniper rifle for 10 pts per heavy weapon team
- May not be given carapace armour or be mounted in a transport vehicle
Loyal: Nork must always try to remain within 2'' of the Officer he was bought for. As long as the
Officer is alive, both he and Nork are Fearless.
Righteous Fury: As long as the Priest is in a unit, the Priest and his unit gain the Fleet rule.
Rites of Command: Any friendly unit with a model within 12'' of the High Commander may use
his Leadership for all Leadership based tests except Psychic tests.
Sub-Units: At the start of any game, you can break the Last Chancers (including Kage and
Schaeffer), into a maximum of five sub-units. Each sub-unit can include any number of models,
except that they must have a minimum of 1 model. Members of the same heavy weapon team must
be in the same sub-unit, and no sub-unit may have more than one demolition charge. Every sub-unit
is treated as a separate unit for all game purposes from that point, and counts as a scoring unit if it
has half or more of its starting models, etc. For Victory Points purposes, each sub-unit is worth a
number of Victory Points equal to the total value of the Last Chancers divided by the number of
sub-units that you started with.
Summary Execution: If a unit with a Commissar fails a Morale check, the Commissar with
execute the Officer or Sergeant leading the squad. Remove the executed model as a casualty. The
unit in question is then assumed to have the Morale test after all, and continues to fight under the
leadership of the Commissar. As long as a Commissar is in the squad, add +1 to the Leadership of
the model leading the squad, to a maximum of 10.
Supreme Commander: The model, the unit he leads, and all friendly units with a model within 12''
of him are Fearless.
Psychic Powers
Telepathic Order: If the Sanctioned Psyker is in the same squad as a model with the Rites of
Command or Rites of Command rule, the radius is extended to 18'' instead of 12''. This power is
available permanently, so the Sanctioned Psyker does need to take a Psychic test to use it.
Telepathic Ward: : If the Sanctioned Psyker, or the unit he is with, is targeted by a Psychic Power,
you may roll a D6. On the roll of a 4+ the power is cancelled. This power is available permanently,
so the Sanctioned Psyker does need to take a Psychic test to use it.
Machine Curse: The Sanctioned Psyker may make a Psychic Test at the start of any Assault Phase
in which he is engaged with a vehicle. Instead of attacking normally, he makes one attack against
the vehicle. If it hits, roll a D6 and to determine the effect:
1 = no effect, 2-5 = glancing hit, 6 = penetrating hit.
Psychic Lash: The Sanctioned Psyker may make a Psychic Test at the start of any Assault Phase. If
successful, instead of making his normal amount of attacks he may make D3 attacks at Strength 5
with his Force Weapon. These attacks may target any enemy model in the combat, regardless of
whether he could normally target them.
Warp Shield: The Sanctioned Psyker, and any unit he is with, have a 5+ Invulnerable save against
shooting attacks. This power is available permanently, so the Sanctioned Psyker does need to take
a Psychic test to use it.
Lightning Arc: This power is used in the Imperial Guard Shooting phase instead of firing a normal
weapon, and requires the Sanctioned Psyker to make a successful Psychic test.
Range Str AP Type
24'' 4 5 Assault D6
Orderlies
Staff Officer: For every Staff Officer in the squad, you gain one of the following effects (they are
cumulative):
- 1 Officer: Every squad in the army with a vox-caster also counts as having a scanner.
- 2 Officers: The result of any Barrage Scatter dice may be re-rolled (you must accept the
second result).
- 3 Officers: Any failed Reserves rolls may be re-rolled (you must accept the second result).
Master Astropath: He counts as a Psyker and has a Psychic Hood. If you have 2 Master
Astropaths, you may re-roll the D6 (you must accept the second result). If you have 3 Master
Astropaths in the squad, all Psykers in the squad count as having power weapons.
Scribe Historicus: The High Command squad have the Furious Charge and Counter Attack special
rules. If you have two Scribe Historicus in the unit, all friendly units with a model within 12'' of the
Scribe Historicus benefit from this ability.
Batman: If a model in the same squad as a batman suffers a wound, you may allocate the wound to
a batman. This must be done before any Saving throws are attempted.
Sage: If accompanied by at least 1 Sage, the entire squad benefits from +1 BS while the Sage is
alive. If there is more than one Sage in the squad, a squad member may re-roll a failed to hit in the
Shooting phase (you must accept the second result). This can only be done once for each squad
member in each turn.
Pastor: If accompanied by a Pastor, the entire unit is Stubborn. If two Pastors are in the squad, the
squad is Fearless.
Vehicle Upgrades and Equipment
Additional Weapons: A Sentinel with these gain +1 Attack.
Armoured Crew Compartment: The vehicle no longer counts a Open-topped vehicle.
Extra Armour: The vehicle treats 'Crew Stunned' results as 'Crew Shaken' results instead.
Improved Comms: The Imperial Guard player may re-roll one Reserves roll per turn for every
Improved Comms in the army, and to re-roll the dice when checking to see if an enemy unit or
obstacle is hit by a preliminary bombardment.
Hunter-killer Missile: These missiles are treated as krak missiles with an unlimited range that may
be used only once per battle. Roll to hit and wound or to penetrate armour as usual.
Mine Sweeper: The vehicle can enter a minefield without being attacked. Any minefield that the
vehicles moves across is cleared and removed from play. In addition, the vehicle may re-roll
Dangerous Terrain tests.
Pintle-mounted weapon: Pintle-mounted weapons are treated as an additional weapon, with the
profile of a normal weapon of the type bought, which can always be fired in addition to other
weapons if the vehicle did not move more than 6''.
Power lifter: A power lifter is treated as a Dreadnought Close Combat weapon that adds +1 to the
Sentinels Attacks.
Rough Terrain Modification: They allow a vehicle moving no further than 6'' that turn to re-roll a
failed Difficult Terrain test.
Searchlight: Searchlights are of use when the Night Fighting rule is in effect. If a vehicle has a
searchlight it must still use the Night Fighting rules to pick a target but, having fired at the unit, will
illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the
illuminated unit does not use the Night Fighting rule. However, a vehicle using a searchlight can
always be targeted during the following enemy turn, ignoring the Night Fighting rules, as the enemy
see the searchlight.
Track Guards: The vehicle treats 'Immobilised' results as 'Crew Stunned' instead, on a D6 roll of
4+. This result applies even if the vehicle has extra armour.
HQ
Lord Commander Solar Macharius
Pts WSBS S T W I A Ld Sv
Macharius 180 5 5 3 4 4 4 3 10 4+
Unit Composition: Wargear: army, all friendly units
1 Lord Commander Solar Master-crafted bolt pistol gain the Close Order
Macharius Master-crafted power Drill special rule.
Unit Type: weapon Special Rules:
Infantry Carapace armour Independent Character
Individual: Helm of Macharius Deadly Assault
An army can only Medallion Crimson Furious Charge
include one Lord Trademark item Master Strategist
Commander Solar Army Organisation: Supreme Commander
Macharius If Macharius is in the
Commissar Yarrick
Pts WS BS S T W I A Ld Sv
Yarrick 160 5 5 3 4 3 4 4 10 4+
Unit Composition: Master-crafted storm Force field
1 Commissar Yarrick bolter Army Organisation:
Unit Type: Laspistol If Yarrick is in the army,
Infantry Battle claw you may give any
Individual: Frag grenades Imperial Guard unit the
An army can only Krak grenades Preferred Enemy special
include one Commissar Medallion Crimson rule for 10 pts per unit.
Yarrick Carapace armour Special Rules:
Wargear: Refractor field Independent Character
Inspiring Furious Charge It's For Your Own Good
Captain Al'Rahem
Pts WS BS S T W I A Ld Sv
Al'Rahem 110 5 4 3 3 3 4 3 9 5+
Unit Composition: Master-crafted plasma Rough Rider squads as a
1 Captain Al'Rahem pistol Troops choice as well as
Unit Type: Frag grenades a Fast Attack choice. In
Infantry Krak grenades addition, any unit in the
Individual: Flak armour army may be given the
An army can only Refractor field Hardened Fighters rule
include one Captain Camo-cloak for 10 pts per unit.
Al'Rahem Trademark item Special Rules:
Wargear: Army Organisation: Independent Character
Master-crafted power If Al'Rahem is in the Furious Charge
sword army, you may take Rites of Command
Command Platoon
Pts WS BS S T W I A Ld Sv
Heroic Senior Officer 50 4 4 3 3 3 4 3 9 4+
Senior Officer 35 4 4 3 3 2 4 3 8 4+
Junior Officer 20 3 3 3 3 1 3 2 8 5+
Ogryn 30 4 3 5 5 3 3 3 8 5+
Grenadier 10 3 4 3 3 1 3 1 8 4+
Veteran 8 3 4 3 3 1 3 2 8 5+
Guardsman 6 3 3 3 3 1 3 1 7 5+
Unit Composition: choice as well as an following:
1 Officer (Junior Officer, Elites choice. In addition, - Bolt pistol for 1 pt
Senior Officer or Heroic any Infantry unit with - Power weapon for 5 pts
Senior Officer) flak armour may replace - Power fist for 15 pts
4 models from the their flak armour with - Plasma pistol for 15 pts
following list: carapace armour for 20 The Officer may swap his
- Ogryn pts per unit. close combat weapon
- Grenadier If a Heroic Senior Officer with one of the following
- Veteran is in the army and has - Power weapon for 5 pts
- Guardsman only Veterans in his - Power fist for 15 pts
Unit Type: Command Platoon, you The Officer may take one
Infantry may take Hardened of the following:
Wargear: Veterans as a Troops - Storm bolter for 5 pts
Laspistol choice as well as a Elites - Combi-weapon for 10
Close combat weapon choice. In addition, any pts
Frag grenades Infantry unit may replace The Officer may replace
Krak grenades their lasguns with a close flak armour with
Flak armour combat weapon for 1 pt carapace armour for 5 pts
Senior Officers and per model. The Officer may take one
Herioc Senior Officers If a Heroic Senior Officer of the following:
replace flak armour with is in the army and has - Combat shield for 5 pts
carapace armour only Guardsmen in his - Storm shield for 10 pts
Grenadiers replace Command Platoon, you The Officer may take any
laspistol and flak armour may give all Infantry of the following:
with hellgun, targetter models with a Ballistic - Macharian cross for 20
and carapace armour Skill of 3 the pts
Guardsmen replace Sharpshooters special - Melta bombs for 5 pts
laspistol with a lasgun rule for 10 pts per unit. - Refractor field for 15
Veterans have a lasgun If a Heroic Senior Officer pts
Ogryns replace laspistol, is in the army and has - Trademark item for 10
close combat weapon and only Ogryns in his pts
krak grenades with a Command Platoon, you Two Guardsmen or
ripper gun may take Ogryn Squads Veterans may become a
Special Rules: as a Troops choice as heavy weapon crew by
Officer: well as an Elites choice. swapping their lasguns
Independent Character If a Heroic Senior Officer with one of the following
Rites of Command is in the army and is weapons:
Chain of Command mounted in a Eagle - Heavy bolter for 10 pts
Army Organisation: Carrier, you may take per heavy weapon team
If a Heroic Senior Officer Drop Troops as a Troops - Mortar for 10 pts per
is in the army and has choice as well as a Fast heavy weapon team
only Storm Troopers in Attack choice. - Missile launcher for 15
his Command Platoon, Options: pts per heavy weapon
you may take Storm The Officer may swap his team
Troopers as a Troops laspistol with one of the - Autocannon for 15 pts
per heavy weapon team per model with a power weapon for
- Lascannon for 25 pts - Power fist for 15 pts per 15 pts. Tech-Adepts have
per heavy weapon team model the Blessing of the
Any Guardsman may Any Veteran may take Omnissiah special rule.
replace his lasgun with one of the following: One Veteran may be
one of the following - Combat shield for 5 pts upgraded to a Standard
weapons: - Storm shield for 10 pts Bearer carrying a
- Flamer for 5 pts per Up to two Veterans may Company Standard for 10
model replace his lasgun with pts.
- Grenade launcher for 6 one of the following The Standard Bearer may
pts per model weapons: replace the Company
- Meltagun for 10 pts per - Flamer for 5 pts per Standard with one of the
model model following:
- Plasma gun for 15 pts - Grenade launcher for 6 - Commanders Standard
per model pts per model for 10 pts
One Guardsman with a - Meltagun for 10 pts per - Regimental Standard for
lasgun may be equipped model 10 pts
with a master-vox for 15 - Plasma gun for 15 pts One Command Platoon
points. per model in the army may include
Up to two Veterans may One Veteran may be Nork Deddog for 55 pts
replace their laspistol upgraded to a Medic with Transport:
with a plasma pistol for a medi-pack for 5 pts The Command Platoon
15 pts One Veteran may be may select a Chimera or
Up to Veterans may upgraded to a Tech- Eagle Carrier as a
replace their close Adept, replacing their dedicated transport
combat weapon with one flak armour with power vehicle
of the following: armour and their lasgun
- Power weapon for 5 pts and close combat weapon
Command Tank
Armour
Pts BS F S R
Command Tank 220 4 13 12 10
Unit Composition: choice as well as an following:
1 Command Tank Heavy Support choice. - Rough terrain
Unit Type: Options: modifications for 5 pts
Vehicle (Tank) Must be equipped with - Mine sweeper for 10 pts
Wargear: one of the following hull - Track guards for 10 pts
Battle cannon mounted weapons: - Extra armour for 15 pts
Smoke launchers - Heavy flamer for 5 pts - Hunter-killed missile
Searchlight - Heavy bolter for 10 pts for 15 pts
Army Organisation: - Lascannon for 20 pts - Improved comms for 15
If a Command Tank is in May take side sponsons pts
the army, you may take equipped with a pair of May take one of the
Leman Russ Battle Tanks the following weapons: following pintle-mounted
as a Troops choice as - Heavy flamers for 10 weapons:
well as an Heavy Support pts - Storm bolter for 5 pts
choice. - Heavy bolters for 15 pts - Heavy stubber for 6 pts
For every Command - Multi-meltas for 25 pts - Combi-weapon for 10
Tank in the army, you - Plasma cannons for 35 pts
may take 1 Leman Russ pts - Rocket pods for 15 pts
Demolisher as a Troops May take any of the
Support Platoons
A Imperial Guard may include one Support Platoon for every Command Platoon that it includes.
Support Platoons do not use up any Force Organisation chart selections, but is otherwise treated as
a separate HQ unit. Support Platoons are deployed as a single unit, but do not need to be placed
together and operate independently during the game.
Pts WS BS S T W I A Ld Sv
Guardsman 6 3 3 3 3 1 3 1 7 5+
Armour
Pts WS BS S F S R I A
Sentinel 40 3 3 5 10 10 10 3 1
Unit Composition: heavy weapon team it's heavy flamer with one
1-5 Support squads of 6 - Heavy bolter for 10 pts of the following
Guardsmen per heavy weapon team weapons:
Up to 1 Sentinel Support - Missile launcher for 15 - Multi-laser for 5 pts
squadron of 1-3 Sentinels pts per heavy weapon - Autocannon for 10 pts
Unit Type: team - Missile launcher for 10
Guardsmen: - Autocannon for 15 pts pts
Infantry per heavy weapon team - Lascannon for 15 pts
Sentinel: - Lascannon for 25 pts - Power lifters for 15 pts
Vehicle (Walker, Open- per heavy weapon team Any Sentinel may take
topped) Any Guardsman may any of the following:
Wargear: replace his lasgun with - Rough terrain
Guardsmen: one of the following modifications for 5 pts
Lasgun weapons: - Armoured crew
Close combat weapon - Flamer for 5 pts per compartment for 10 pts
Frag grenades model - Extra armour for 10 pts
Krak grenades - Sniper rifle for 5 pts per - Additional weapons for
Flak armour model 10 pts
Sentinel: - Grenade launcher for 6 - Hunter-killed missile
Heavy flamer pts per model for 15 pts
Smoke launchers - Meltagun for 10 pts per - Improved comms for 15
Searchlight model pts
Special Rules: - Plasma gun for 15 pts - Rocket pods for 15 pts
Sentinel: per model Transport:
Scout One Guardsman per Each Support Squad may
Options: support squad may select a Chimera or Eagle
Every two Guardsmen replace his lasgun with a Carrier as a dedicated
may become a heavy demolition charge for 10 transport vehicle
weapon crew by pts Each Sentinel may select
swapping their lasguns Any Guardsman may be a Eagle Carrier as a
with one of the following given melta bombs for 5 dedicated transport
weapons: pts per model vehicle
- Mortar for 10 pts per Any Sentinel may replace
Commissar Detachment
A Commissar does not use up any Force Organisation Chart selections, but is otherwise treated as
a separate HQ unit. Commissars are deployed as a single unit, but do not need to be placed
together and operate independently during the game.
Pts WS BS S T W I A Ld Sv
Commissar 30 4 4 3 3 2 4 2 10 5+
Unit Composition: It's For Your Own Good! following:
1-5 Commisars Summary Execution - Storm bolter for 5 pts
Unit Type: Options: - Combi-weapon for 10
Infantry May swap his laspistol pts
Individual: with one of the May replace flak armour
An army can only following: with carapace armour for
include one Commissar - Bolt pistol for 1 pt 5 pts
Detachment. - Power weapon for 5 pts May take any of the
Wargear: - Power fist for 15 pts following:
Laspistol - Plasma pistol for 15 pts - Macharian cross for 20
Close combat weapon May swap his close pts
Frag grenades combat weapon with one - Melta bombs for 5 pts
Krak grenades of the following - Refractor field for 15
Flak armour - Power weapon for 5 pts pts
Special Rules: - Power fist for 15 pts - Trademark item for 10
Independent Character May take one of the pts
Priestly Delegation
A Priest does not use up any Force Organisation Chart selections, but is otherwise treated as a
separate HQ unit. Priests are deployed as a single unit, but do not need to be placed together and
operate independently during the game.
Pts WS BS S T W I A Ld Sv
Priest 35 4 3 3 3 2 4 3 8 -
Unit Composition: Laspistol One Priest may be given
1-5 Priests Close combat weapon a holy relic for 20 pts
Unit Type: Eviscrator May be given any of the
Infantry Special Rules: following:
Individual: Independent Character - Rosarius for 20 pts
An army can only Feel No Pain - Carapace armour for 5
include one Priestly Fanatical pts
Delegation. Righteous Fury - Melta bombs for 5 pts
Wargear: Options:
Ogryns
Pts WS BS S T W I A Ld Sv
Ogryn 30 4 3 5 5 3 3 3 8 5+
Ogryn Bone 'ead 40 4 4 5 5 4 3 4 9 4+
Unit Composition: Frag grenades Options:
1 Ogryn Bone 'ead Flak armour The Bone 'ead may swap
2-9 Ogryns Bone' ead replace flak his ripper gun for a
Unit Type: armour with carapace grenade launcher and
Infantry armour power fist for 20 pts
Wargear: Special Rules: The Bone 'ead may given
Ripper gun Bulky melta bombs for 5 pts
Storm Troopers
Pts WS BS S T W I A Ld Sv
Storm Trooper 10 3 4 3 3 1 3 1 8 4+
Trooper Sergeant 15 3 4 3 3 1 3 2 8 4+
Unit Composition: Trooper Sergeant Carapace armour.
1 Trooper Sergeant replaces hellgun with Options:
4-9 Storm Troopers hellpistol and close The Trooper Sergeant
Unit Type: combat weapon may swap his hellpistol
Infantry Targeter with one of the
Wargear: Frag grenades following:
Hellgun Krak grenades - Bolt pistol for 1 pt
- Power weapon for 5 pts may take any of the pts per model
- Power fist for 15 pts following: - Meltagun for 10 pts per
- Plasma pistol for 15 pts - Macharian cross for 20 model
The Trooper Sergeant pts - Plasma gun for 15 pts
may swap his close - Melta bombs for 5 pts per model
combat weapon with one - Refractor field for 15 The entire unit may be
of the following pts given the Infiltrate
- Power weapon for 5 pts - Trademark item for 10 Special Rule for +1 pt per
- Power fist for 15 pts pts model or the Deep Strike
The Trooper Sergeant Up to two Storm rule for +2 pts per model
may take one of the Troopers may replace Transport:
following: their hellguns with one of May be given a Chimera
- Storm bolter for 5 pts the following weapons: as a Dedicated Transport
- Combi-weapon for 10 - Flamer for 5 pts per Vehicle
pts model
The Trooper Sergeant - Grenade launcher for 6
Ratling Squad
Pts WS BS S T W I A Ld Sv
Ratling 10 2 4 2 2 1 4 1 6 5+
Unit Composition: Wargear: Infiltrate
3-10 Ratlings Sniper rifle Move Through Cover
Unit Type: Flak armour Stealth
Infantry Special Rules: Go to Ground
Techpriest Enginseer
A Imperial Guard army may include one Techpriest for each vehicle chosen from the Elites, Fast
Attack or Heavy Support sections of the army list (including dedicated transports, except for those
given to a Techpriest). The Techpriest does not use up any Force Organisation Chart selections, but
is otherwise as a separate Elites unit.
Pts WS BS S T W I A Ld Sv
Techpriest 70 3 4 3 4 2 3 2 9 2+
Servitor 25 4 4 3 3 1 3 1 8 4+
Unit Composition: Special Rules: the following:
Techpriest Techpriest: - Heavy bolter for no
May be accompanied by Independent Character additional cost
1-4 Servitors Blessing of the - Multi-melta for no
Unit Type: Omnissiah additional cost
Infantry Options: - Plasma cannon for 10
Wargear: Replace laspistol with a pts per model
Laspistol plasma pistol for 15 pts Transport:
Power weapon Replace servo-arm for a A Techpriest may select a
Frag grenades servo-harness for 25 pts Chimera or Eagle Carrier
Krak grenades May be given melta as a dedicated transport
Artificer armour bombs for 5 pts vehicle
Servo-arm Any Servitor may replace
Signum it's servo arm with one of
TROOPS
Infantry Platoon
A Infantry Platoon consists of a Command Squad and 2-5 Infantry Squads. The entire Infantry
Platoon use up one Troops choice on the Force Organisation chart. Infantry Platoons are deployed
as a single unit, but do not need to be placed together and operate independently during the game.
When rolling for reserves, roll once for the entire Infantry Platoon.
Command Squad
Pts WS BS S T W I A Ld Sv
Junior Officer 20 3 3 3 3 1 3 2 8 5+
Ogryn 30 4 3 5 5 3 3 3 8 5+
Grenadier 10 3 4 3 3 1 3 1 8 4+
Veteran 8 3 4 3 3 1 3 2 8 5+
Guardsman 6 3 3 3 3 1 3 1 7 5+
Unit Composition: - Power fist for 15 pts - Autocannon for 15 pts
1 Junior Officer - Plasma pistol for 15 pts per heavy weapon team
4 models from the The Junior Officer may - Lascannon for 25 pts
following list: swap his close combat per heavy weapon team
- Ogryn weapon with one of the Any Guardsman may
- Grenadier following replace his lasgun with
- Veteran - Power weapon for 5 pts one of the following
- Guardsman - Power fist for 15 pts weapons:
Unit Type: The Junior Officer may - Flamer for 5 pts per
Infantry take one of the following: model
Wargear: - Storm bolter for 5 pts - Grenade launcher for 6
Laspistol - Combi-weapon for 10 pts per model
Close combat weapon pts - Meltagun for 10 pts per
Frag grenades The Junior Officer may model
Krak grenades replace flak armour with - Plasma gun for 15 pts
Flak armour carapace armour for 5 pts per model
Grenadiers replace The Junior Officer may One Guardsman with a
laspistol and flak armour take any of the following: lasgun may be equipped
with hellgun, targetter - Macharian cross for 20 with a master-vox for
and carapace armour pts +20 points.
Guardsmen replace - Melta bombs for 5 pts Up to two Veterans may
laspistol with a lasgun - Refractor field for 15 replace their laspistol
Veterans have a lasgun pts with a plasma pistol for
Ogryns replace laspistol, - Trademark item for 10 15 pts
close combat weapon and pts Up to Veterans may
krak grenades with a Two Guardsmen or replace their close
ripper gun Veterans may become a combat weapon with one
Special Rules: heavy weapon crew by of the following:
Junior Officer: swapping their lasguns - Power weapon for 5 pts
Independent Character with one of the following per model
Rites of Command weapons: - Power fist for 15 pts per
Chain of Command - Heavy bolter for 10 pts model
Options: per heavy weapon team Up to two Veterans may
The Junior Officer may - Mortar for 10 pts per replace his lasgun with
swap his laspistol with heavy weapon team one of the following
one of the following: - Missile launcher for 15 weapons:
- Bolt pistol for 1 pt pts per heavy weapon - Flamer for 5 pts per
- Power weapon for 5 pts team model
- Grenade launcher for 6 Adept, replacing their Company Standard for 10
pts per model flak armour with power pts.
- Meltagun for 10 pts per armour and their lasgun The Standard Bearer may
model and close combat weapon replace the Company
- Plasma gun for 15 pts with a power weapon for Standard with one of the
per model 15 pts. Tech-Adepts have following:
One Veteran may be the Blessing of the Transport:
upgraded to a Medic with Omnissiah special rule. The Command Squad
a medi-pack for 5 pts One Veteran may be may select a Chimera as
One Veteran may be upgraded to a Standard a dedicated transport
upgraded to a Tech- Bearer carrying a vehicle
Infantry Squad
Pts WS BS S T W I A Ld Sv
Veteran Sergeant 12 3 3 3 3 1 3 2 8 5+
Guardsman 6 3 3 3 3 1 3 1 7 5+
Unit Composition: - Storm bolter for 5 pts team
1 Veteran Squad - Combi-weapon for 10 - Autocannon for 15 pts
4-9 Guardsmen pts per heavy weapon team
Unit Type: The Veteran Sergeant - Lascannon for 25 pts
Infantry may replace flak armour per heavy weapon team
Wargear: with carapace armour for One Guardsman may
Lasgun 5 pts replace his lasgun with
Close combat weapon The Veteran Sergeant one of the following
Frag grenades may take any of the weapons:
Krak grenades following: - Flamer for 5 pts per
Flak armour - Melta bombs for 5 pts model
Options: - Refractor field for 15 - Grenade launcher for 6
The Veteran Sergeant pts pts per model
may swap his lagun with - Trademark item for 10 - Meltagun for 10 pts per
one of the following: pts model
- Bolt pistol for 1 pt If the squad numbers ten - Plasma gun for 15 pts
- Power weapon for 5 pts models, two Guardsmen per model
- Power fist for 15 pts may become a heavy One Guardsman with a
- Plasma pistol for 15 pts weapon crew by lasgun may be equipped
The Veteran Sergeant swapping their lasguns with a vox caster for 5
may swap his close with one of the following points.
combat weapon with one weapons: Transport:
of the following - Heavy bolter for 10 pts The Infantry Squad may
- Power weapon for 5 pts per heavy weapon team select a Chimera as a
- Power fist for 15 pts - Mortar for 10 pts per dedicated transport
The Veteran Sergeant heavy weapon team vehicle
may take one of the - Missile launcher for 15
following: pts per heavy weapon
Conscript Platoon
A Imperial Guard army may include one Conscript Platoon for each Infantry Platoon or Armoured
Fist Platoon in the army. Each Conscript Platoon is made up of 2 to 5 Conscript Squad. Conscript
Platoons do not use up any Force Organisation chart selections, but is otherwise treated as a
separate Elites unit. All squads in a Conscript Platoon must remain in unit coherency with one
another, and function as one unit.
Pts WS BS S T W I A Ld Sv
Conscript 4 2 2 3 3 1 3 1 5 5+
Unit Composition: crew by swapping their replace his lasgun with
A Conscript Squad lasguns with one of the one of the following
consists of 10 Conscripts following weapons: weapons:
Unit Type: - Heavy bolter for 15 pts - Flamer for 8 pts per
Infantry per heavy weapon team model
Wargear: - Missile launcher for 20 - Grenade launcher for 10
Lasgun pts per heavy weapon pts per model
Flak armour team Transport:
Options: - Autocannon for 20 pts The Infantry Squad may
Two Conscripts per per heavy weapon team select a Chimera as a
Conscript Squad may One Conscript per dedicated transport
become a heavy weapon Conscript Squad may vehicle
FAST ATTACK
Hellhound
Armour
Pts BS F S R
Hellhound 115 3 12 12 10
Unit Composition: mounted heavy bolter - Improved comms for 15
1 Hellhound with a heavy flamer for 5 pts
Unit Type: pts May take one of the
Vehicle (Tank) May take any of the following pintle-mounted
Wargear: following: weapons:
Inferno cannon - Rough terrain - Storm bolter for 5 pts
Hull mounted heavy modifications for 5 pts - Heavy stubber for 6 pts
bolter - Mine sweeper for 10 pts - Combi-weapon for 10
Smoke launchers - Track guards for 10 pts pts
Searchlight - Extra armour for 15 pts - Twin-linked rocket pods
Options: - Hunter-killed missile for 15 pts
May replace hull for 15 pts
Drop Troops
Pts WS BS S T W I A Ld Sv
Veteran Sergeant 12 3 3 3 3 1 3 2 8 5+
Guardsman 8 3 3 3 3 1 3 1 7 5+
Unit Composition: - Power weapon for 5 pts Up to two Guardsmen
1 Veteran Sergeant - Power fist for 15 pts may replace their lasguns
9 Drop Troops The Veteran Sergeant with one of the following
Unit Type: may take one of the weapons:
Infantry following: - Flamer for 5 pts per
Wargear: - Storm bolter for 5 pts model
Lasgun - Combi-weapon for 10 - Grenade launcher for 6
Close combat weapon pts pts per model
Krak grenades The Veteran Sergeant - Meltagun for 10 pts per
Flak armour may replace flak armour model
Options: with carapace armour for - Plasma gun for 15 pts
The Veteran Sergeant 5 pts per model
may swap his laspistol The Veteran Sergeant One Guardsman with a
with one of the may take any of the lasgun may be given a
following: following: vox-caster for 5 pts
- Bolt pistol for 1 pt - Refractor field for 15 Any Guardsman may be
- Power weapon for 5 pts pts given melta bombs for 5
- Power fist for 15 pts - Trademark item for 10 pts per model
- Plasma pistol for 15 pts pts Transport:
The Veteran Sergeant Any model may replace A Drop Troop squad may
may swap his close their lasgun with a select a Eagle Carrier as a
combat weapon with one laspistol for no additional dedicated transport
of the following cost vehicle
Sentinel Squadron
Armour
Pts WS
BS S F S R I A
Sentinel 40 33 5 10 10 10 3 1
Unit Composition: Special Rules: - Missile launcher for 10
1-3 Sentinels Scout pts
Unit Type: Options: - Lascannon for 15 pts
Vehicle (Walker, Open- Any Sentinel may replace - Power lifters for 15 pts
topped) it's heavy flamer with one Any Sentinel may take
Wargear: of the following any of the following:
Heavy flamer weapons: - Rough terrain
Smoke launchers - Multi-laser for 5 pts modifications for 5 pts
Searchlight - Autocannon for 10 pts - Armoured crew
compartment for 10 pts for 15 pts Transport:
- Extra armour for 10 pts - Improved comms for 15 Each Sentinel may select
- Additional weapons for pts a Eagle Carrier as a
10 pts - Twin-linked rocket pods dedicated transport
- Hunter-killed missile for 15 pts vehicle
HEAVY SUPPORT
Heavy Weapons Platoon
Heavy Weapon Platoons are deployed as a single unit, but do not need to be placed together and
operate independently during the game.
Pts WS BS S T W I A Ld Sv
Guardsman 6 3 3 3 3 1 3 1 7 5+
Unit Composition: heavy weapon team pts per model
1-5 Support squads of 6 - Heavy bolter for 10 pts - Meltagun for 10 pts per
Guardsmen per heavy weapon team model
Unit Type: - Missile launcher for 15 - Plasma gun for 15 pts
Infantry pts per heavy weapon per model
Wargear: team One Guardsman per
Lasgun - Autocannon for 15 pts support squad may
Close combat weapon per heavy weapon team replace his lasgun with a
Frag grenades - Lascannon for 25 pts demolition charge for 10
Krak grenades per heavy weapon team pts
Flak armour Any Guardsman may Any Guardsman may be
Options: replace his lasgun with given melta bombs for 5
Every two Guardsmen one of the following pts per model
may become a heavy weapons: Transport:
weapon crew by - Flamer for 5 pts per Each Support Squad may
swapping their lasguns model select a Chimera or Eagle
with one of the following - Sniper rifle for 5 pts per Carrier as a dedicated
weapons: model transport vehicle
- Mortar for 10 pts per - Grenade launcher for 6
Chimera
Armour
Pts BS F S R
Chimera 60 3 12 10 10
Unit Composition: Wargear: May take any of the
1 Chimera Multi-laser following:
Unit Type: Smoke launchers - Rough terrain
Vehicle (Tank) Searchlight modifications for 5 pts
Transport Capacity: Special Rules: - Mine sweeper for 10 pts
12 models Amphibious - Track guards for 10 pts
Ogryns count as two Options: - Extra armour for 15 pts
models May swap multi-laser for - Hunter-killed missile
Fire Points: one of the following for 15 pts
1 roof hatch for one weapons: - Improved comms for 15
model. If used, the - Heavy flamer for no pts
vehicle counts as open- additional cost May take one of the
topped in your - Heavy bolter for 5 pts following pintle-mounted
opponent’s next turn. May take one of the weapons:
6 hull lasguns fired by following hull mounted - Storm bolter for 5 pts
the passengers weapons: - Heavy stubber for 6 pts
Access Points: - Heavy flamers for 5 pts - Combi-weapon for 10
1 – rear hatch - Heavy bolters for 10 pts pts
Eagle Carrier
Armour
Pts BS F S R
Eagle Carrier 100 3 11 10 10
Unit Composition: Fire Points: May take any of the
1 Eagle 0 following:
Unit Type: Access Points: - Extra armour for 15 pts
Vehicle (Skimmer, Fast) 1 – rear hatch - Hunter-killed missile
Transport Capacity: Wargear: for 15 pts
10 models Autocannon - Improved comms for 15
Ogryns count as two Smoke launchers pts
models Searchlight - Twin-linked rocket pods
May transport a Sentinel, Special Rules: for 15 pts
which counts as ten Deep Strike
models Options:
Infantry Summary
WS BS S T W I A Ld Sv
Al'Rahem 5 4 3 3 3 4 3 9 5+
Batman 3 3 3 3 1 3 1 8 6+
Commissar 4 4 3 3 2 4 2 10 5+
Conscript 2 2 3 3 1 3 1 5 5+
Creed 4 5 3 3 3 4 3 10 4+
Gaunt 5 5 3 3 3 4 3 10 4+
Grenadier 3 4 3 3 1 3 1 8 4+
Guardsman 3 3 3 3 1 3 1 7 5+
Heroic Senior Officer 4 4 3 3 3 4 3 9 4+
High Commander 4 4 3 3 3 4 3 10 5+
Junior Officer 3 3 3 3 1 3 2 8 5+
Kage 4 4 3 3 2 4 3 8 5+
Kell 5 5 3 3 3 4 3 8 4+
Last Chancer 3 4 3 3 1 3 2 8 5+
Macharius 5 5 3 4 4 4 3 10 4+
Master Astropath 3 2 3 3 1 3 1 8 6+
Nork 5 4 5 5 4 4 4 9 4+
Ogryn 4 3 5 5 3 3 3 8 5+
Ogryn Bone 'ead 4 4 5 5 4 3 4 9 4+
Pastor 4 3 3 3 1 3 2 8 -
Priest 4 3 3 3 2 4 3 8 -
Ratling 2 4 2 2 1 4 1 6 5+
Rough Rider 3 3 3 3 1 3 1 7 5+
Sanctioned Psyker 3 3 3 3 1 3 1 8 5+
Schaeffer 5 4 3 3 3 4 3 9 4+
Scribe Historicus 3 3 3 3 1 3 1 8 6+
Senior Officer 4 4 3 3 2 4 3 8 4+
Servitors 4 4 3 3 1 3 1 8 4+
Staff Officer 3 3 3 3 1 3 1 8 5+
Storm Trooper 3 4 3 3 1 3 1 8 4+
Straken 5 4 3 4 3 4 3 10 5+
Techpriest 3 4 3 4 2 3 2 9 2+
Trooper Sergeant 3 4 3 3 1 3 2 8 4+
Veteran 3 4 3 3 1 3 2 8 5+
Veteran Sergeant 3 3 3 3 1 3 2 8 5+
Yarrick 5 5 3 4 3 4 4 10 4+
Vehicle Summary
Armour
BS F S R
Command Tank 4 13 12 10
Hellhound 3 12 12 10
Salamander 3 12 10 10
Leman Russ 3 13 12 10
Demolisher 3 14 13 11
Siege Breaker 3 14 13 11
Siege Artillery 3 12 10 10
Chimera 3 12 10 10
Eagle Carrier 3 11 10 10
Armour
WS BS S F S R I A
Sentinel 3 3 5 10 10 10 3 1
Weapon Summaries
Range Str AP Type
Autocannon 48'' 7 4 Heavy 2
Bolter 24'' 4 5 Rapid fire
Bolt pistol 12'' 4 5 Pistol
Demolition Charge 6'' 8 2 Ordnance 1, Large Blast
Flamer Template 4 5 Assault 1
Grenade launcher (frag) 24'' 3 6 Assault 1, Blast
Grenade launcher (krak) 24'' 6 4 Assault 1
Heavy bolter 36'' 5 4 Heavy 3
Heavy flamer Template 5 4 Assault 1
Heavy stubber 35'' 4 6 Heavy 3
Hellgun 24'' 3 5 Rapid Fire
Hellpistol 12'' 3 5 Pistol
Inferno cannon 24'' 6 4 Heavy 1, Inferno
Lascannon 48'' 9 2 Heavy 1
Lasgun 24'' 3 - Rapid Fire
Laspistol 12'' 3 5 Pistol
Meltagun 12'' 8 1 Assault 1, Melta
Missile launcher (frag) 48'' 4 6 Heavy 1
Missile launcher (krak) 48'' 8 3 Heavy 1
Mortar G48'' 4 6 Heavy 1
Multi-laser 36'' 6 6 Heavy 3
Multi-melta 24'' 8 1 Heavy 1, Melta
Plasma cannon 36'' 7 2 Heavy 1, Blast, Gets Hot!
Plasma gun 24'' 7 2 Rapid Fire, Gets Hot!
Plasma pistol 12'' 7 2 Pistol, Gets Hot!
Ripper gun 18'' 5 5 Assault 2
Rocket pods 24'' 4 5 Heavy 2, Blast
Shotgun 12'' 4 - Assault 2
Sniper rifle 36'' X 6 Heavy 1, Sniper, Pinning
Storm bolter 24'' 4 5 Assault 2