7122 Pt. Imperial Guard Army | For the Emperor!! |
10th Cyrian Regiment of the
Imperial Guard
supported by the 33rd Jorja Armored Regiment and
the 82nd Commando
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
Col J Haygood (Colnl) | 1 | 4 | 4 | 3 | 3 | 3 | 4 | 3/4 | 9 | 5+ | 110 |
CC Weapon Plasma Pistol |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [30] |
Any Sentinels bought with the squad operate
as a totally seperate unit. Lasgun (x2) Grenade Launcher (x2) |
|||||||||||
Anti-Tank Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 125 |
The AT squad may fight seperately from it's
command platoon on the battlefield. Lasgun (x3) Lascannon (x3) |
|||||||||||
Val Mortar (MrSqd) | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 95 |
The Mortar squad may fight seperately from
it's command platoon on the battlefield. Lasgun (x3) Mortar (x3) |
|||||||||||
Ogryns | 5 | 4 | 3 | 5 | 4 | 3 | 3 | 2 | 8 | 5+ | 150 |
It's dark in dere: Ogryns won't get into
their Chimera unless there's an Officer or Commissar within 12". Ripper Gun & CC Weapon (x5) |
|||||||||||
Mortar Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 95 |
The Mortar squad may fight seperately from
it's command platoon on the battlefield. Lasgun (x3) Mortar (x3) |
|||||||||||
Ratling Snipers | 6 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 6 | 5+ | 66 |
Infiltrate if allowed. Sniper Rifle |
|||||||||||
Rough Rider Squad | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2* | 7 | 5+ | 60 |
Cavalry: Assault 12". If moving through
difficult terrain, roll a D6- on a 1-5 the model moves as normal, on a 6 it is removed.
Flee & pursue 3D6". Can use cover only if they didn't move. Trot: Rough Riders
can move 9" in the movement phase, but if they do they can only move 9" in the
Assault phase. Trotting units can only shoot pistol weapons and cannot enter or cross
difficult terrain. If a Commissar accompanies the Sergeant of a Rough Rider unit, he
receives a horse at no extra cost. Hunting Lance Laspistol & CCW (x4) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [12] |
Hunting Lance Laspistol & CC Weapon |
|||||||||||
Anti-Tank Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 105 |
The AT squad may fight seperately from it's
command platoon on the battlefield. Lasgun (x3) Lascannon (x1) Missile Launcher (x2) |
|||||||||||
Commissar | 1 | 4 | 4 | 3 | 3 | 2 | 4 | 3/4 | 10 | 5+ | 50 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. CC Weapon Plasma Pistol |
|||||||||||
Commissar | 1 | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 10 | 5+ | 41 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. Lasgun |
|||||||||||
Commissar | 1 | 4 | 4 | 3/6 | 3 | 2 | 4 | 3/4 | 10 | 5+ | 55 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. CC Weapon Power Fist |
|||||||||||
Commissar | 1 | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 10 | 5+ | 50 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. Plasma Pistol |
|||||||||||
Commissar | 1 | 4 | 4 | 3/6 | 3 | 2 | 4 | 3 | 10 | 5+ | 55 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. Power Fist |
|||||||||||
Commissar | 1 | 4 | 4 | 3 | 3 | 2 | 4 | 3/4 | 10 | 5+ | 43 |
The first Commissar taken will accompany the
most senior officer in the army, the second the second most senior, and so on. The
Commissar must remain within 2" of the Officer he is accompanying. Summary Execution:
If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the
squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it
fails the unit frags the Commissar and disappears from the battlefield. If the squad's
leader is killed for any other reason, the same happens. Once a Commissar has taken
control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches
may use it as well. Bolt Pistol CC Weapon |
|||||||||||
Fire Support Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 100 |
The Fire Support squad may fight seperately
from it's command platoon on the battlefield. Lasgun (x3) Autocannon (x2) Heavy Bolter (x1) |
|||||||||||
Mortar Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 95 |
The Mortar squad may fight seperately from
it's command platoon on the battlefield. Lasgun (x3) Mortar (x3) |
|||||||||||
82 Commando, 1 Squad (Storm) | 9 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 154 |
Carapace Armour: 4+ save. Targeters: Before
shooting, you can measure the range to a target. After any Targeters have been used, no
Guess Range weapons may be fired. The squad may Deep Strike or Infiltrate if allowed by
the scenario, as long as they're not in a Chimera... Hellgun (x7) Meltagun (x1) Plasma Rifle (x1) Frag Grenades |
|||||||||||
Sgt P Loomis (VetSr) | 1 | 3 | 4 | 3 | 3 | 1 | 3 | 2/3 | 8 | 4+ | [26] |
Bolt Pistol Laspistol Frag Grenades |
|||||||||||
Targeter | Before shooting, you can measure the range to a target. After any Targeters have been used, no Guess Range weapons may be fired. | [0] | |||||||||
Carapace Armour | Gives a 4+ Armour save. | [0] | |||||||||
82 Commando, 2 Squad (Storm) | 9 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 154 |
Carapace Armour: 4+ save. Targeters: Before
shooting, you can measure the range to a target. After any Targeters have been used, no
Guess Range weapons may be fired. The squad may Deep Strike or Infiltrate if allowed by
the scenario, as long as they're not in a Chimera... Hellgun (x7) Meltagun (x1) Plasma Rifle (x1) Frag Grenades |
|||||||||||
Sgt C Harrell (VetSr) | 1 | 3 | 4 | 3 | 3 | 1 | 3 | 2/3 | 8 | 4+ | [26] |
Bolt Pistol Laspistol Frag Grenades |
|||||||||||
Targeter | Before shooting, you can measure the range to a target. After any Targeters have been used, no Guess Range weapons may be fired. | [0] | |||||||||
Carapace Armour | Gives a 4+ Armour save. | [0] | |||||||||
82 Commando, 3 Squad (Storm) | 9 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 160 |
Carapace Armour: 4+ save. Targeters: Before
shooting, you can measure the range to a target. After any Targeters have been used, no
Guess Range weapons may be fired. The squad may Deep Strike or Infiltrate if allowed by
the scenario, as long as they're not in a Chimera... Hellgun (x7) Meltagun (x1) Plasma Rifle (x1) Frag Grenades |
|||||||||||
Sgt S Hamrick (VetSr) | 1 | 3 | 4 | 3 | 3 | 1 | 3 | 2/3 | 8 | 4+ | [32] |
CC Weapon Plasma Pistol Frag Grenades |
|||||||||||
Targeter | Before shooting, you can measure the range to a target. After any Targeters have been used, no Guess Range weapons may be fired. | [0] | |||||||||
Carapace Armour | Gives a 4+ Armour save. | [0] | |||||||||
82 Commando, 4 Squad (UStrm) | 5 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | 114 |
Carapace Armour: 4+ save. Targeters: Before
shooting, you can measure the range to a target. After any Targeters have been used, no
Guess Range weapons may be fired. The squad may Deep Strike or Infiltrate if allowed by
the scenario, as long as they're not in a Chimera... Hellgun (x5) Frag Grenades |
|||||||||||
Sgt P Hill (VetSr) | 1 | 3 | 4 | 3 | 3 | 1 | 3 | 2/3 | 8 | 4+ | [26] |
Bolt Pistol Laspistol Frag Grenades |
|||||||||||
Targeter | Before shooting, you can measure the range to a target. After any Targeters have been used, no Guess Range weapons may be fired. | [0] | |||||||||
Carapace Armour | Gives a 4+ Armour save. | [0] | |||||||||
82 Commando, 5 Fire Team (FSSqd) | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 100 |
The Fire Support squad may fight seperately
from it's command platoon on the battlefield. Lasgun (x3) Autocannon (x2) Heavy Bolter (x1) |
|||||||||||
LT J Mulcay (Val) (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 71 |
CC Weapon Plasma Pistol |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [26] |
Lasgun (x2) Grenade Launcher (x1) Meltagun (x1) Com-Link |
|||||||||||
Val Inf (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 78 |
Commander: LT J Mulcay (Val) (Lieut) Lasgun (x7) Heavy Bolter (x1) Grenade Launcher (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Val Inf (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 73 |
Commander: LT J Mulcay (Val) (Lieut) Lasgun (x7) Heavy Bolter (x1) Flamer (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [6] |
Lasgun | |||||||||||
Cadian ArmFist (ArmFs) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 163 |
Lasgun (x7) Missile Launcher (x1) Flamer (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Chimera | 1 | - | 3 | - | - | - | - | - | - | 12/10/10 | [85] |
Tank. Turret Multilaser Hull Heavy Bolter |
|||||||||||
LT B Benjo (Tal) (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | 48 |
CC Weapon Bolter |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [11] |
Lasgun (x2) Flamer (x1) Plasma Rifle (x1) |
|||||||||||
TalSqd (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 98 |
Commander: LT B Benjo (Tal) (Lieut) Lasgun (x7) Autocannon (x1) Meltagun (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Pius IX (Prech) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 4(I)+ | [15] |
Must join a squad and may not leave it. Laspistol Rosarius; Gives a 4+ Invulnerable Save. |
|||||||||||
TalSqd (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 |
Commander: LT B Benjo (Tal) (Lieut) Lasgun (x7) Autocannon (x1) Meltagun (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Fire Support Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 110 |
The Fire Support squad may fight seperately
from it's command platoon on the battlefield. Lasgun (x3) Autocannon (x3) |
|||||||||||
CadianSqd (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 73 |
Commander: LT B Benjo (Tal) (Lieut) Lasgun (x7) Heavy Bolter (x1) Flamer (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
LT E Sheeto (Tal) (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | 53 |
CC Weapon Bolter |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [16] |
Lasgun (x2) Grenade Launcher (x2) |
|||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 |
Commander: LT E Sheeto (Tal) (Lieut) Lasgun (x7) Missile Launcher (x1) Plasma Rifle (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 |
Commander: LT E Sheeto (Tal) (Lieut) Lasgun (x7) Missile Launcher (x1) Plasma Rifle (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
LT J Chief (Tal) (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 70 |
Bolt Pistol CC Weapon |
|||||||||||
Command Section | 3 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [32] |
Flamer (x1) Meltagun (x2) |
|||||||||||
Veteran Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | [13] |
Bolt Pistol CC Weapon |
|||||||||||
LT L Lulolly (Tal) (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | 53 |
CC Weapon Bolter |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [16] |
Lasgun (x2) Grenade Launcher (x2) |
|||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 |
Commander: LT L Lulolly (Tal) (Lieut) Lasgun (x7) Missile Launcher (x1) Plasma Rifle (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 |
Commander: LT L Lulolly (Tal) (Lieut) Lasgun (x7) Missile Launcher (x1) Plasma Rifle (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] |
Laspistol & CC Weapon | |||||||||||
Leman Russ Demolisher | 1 | - | 3 | - | - | - | - | - | - | 14/13/11 | 165 |
Tank. Turret Demolisher Cannon Hull Heavy Bolter 2 Sponson Heavy Bolters |
|||||||||||
Leman Russ Battle Tank | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 166 |
Tank. Turret Battle Cannon Hull Lascannon 2 Sponson Heavy Bolters |
|||||||||||
Searchlight | Allows one enemy unit to be fired at by any other Imperial Guard in range and with line of sight. Vehicle can then be fired on by any enemy unit. | [1] | |||||||||
Leman Russ Battle Tank | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 170 |
Tank. Turret Battle Cannon Hull Lascannon 2 Sponson Heavy Bolters |
|||||||||||
Rough Terrain Modification | Re-roll failed terrain test if move <6". | [5] | |||||||||
Leman Russ Vanquisher | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 195 |
Tank. Vanquisher Battle Cannon: May fire
Special Anti-Tank Shells. If you fire an AT shell, it has a 72"R and S8 - roll to hit
using the BS of the Tank Crew. If you hit, don't place the Ordnance template, just roll
8+2D6 AP. Turret Battle Cannon Hull Lascannon |
|||||||||||
Pintle Storm Bolter | 24"R, S4, AP5, Assault 2. | [0] | |||||||||
Rough Terrain Modification | Re-roll failed terrain test if move <6". | [5] | |||||||||
Leman Russ Battle Tank | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 166 |
Tank. Turret Battle Cannon Hull Lascannon 2 Sponson Heavy Bolters |
|||||||||||
Searchlight | Allows one enemy unit to be fired at by any other Imperial Guard in range and with line of sight. Vehicle can then be fired on by any enemy unit. | [1] | |||||||||
Leman Russ Battle Tank | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 165 |
Tank. Turret Battle Cannon Hull Lascannon 2 Sponson Heavy Flamers |
|||||||||||
Leman Russ Exterminator | 1 | - | 3 | - | - | - | - | - | - | 14/12/10 | 135 |
Tank. Turret Linked Autocannon Hull Heavy Bolter 2 Sponson Heavy Bolters |
|||||||||||
Sentinel | 1 | 3 | 3 | 5 | 3 | - | - | 1 | - | 10/10/10 | 45 |
Walker, Open-topped. Sentinels can always
deploy at the start of the battle, even when they would normally be in reserve. Before the
first turn starts, all Sentinels may make a free move. Multilaser |
|||||||||||
Griffon | 1 | - | 3 | - | - | - | - | - | - | 12/10/10 | 75 |
Tank, Open-Topped. Heavy Mortar Hull Heavy Bolter |
|||||||||||
Basilisk | 1 | - | 3 | - | - | - | - | - | - | 12/10/10 | 145 |
Tank, Open-Topped. Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules). Earthshaker Cannon Hull Heavy Bolter |
|||||||||||
Improved Comms | One Reserve roll can be re-rolled per turn. Preliminary Bombardment rolls can be re-rolled. | [20] | |||||||||
Basilisk | 1 | - | 3 | - | - | - | - | - | - | 12/10/10 | 125 |
Tank, Open-Topped. Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules). Earthshaker Cannon Hull Heavy Bolter |
|||||||||||
Basilisk | 1 | - | 3 | - | - | - | - | - | - | 12/10/10 | 125 |
Tank, Open-Topped. Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules). Earthshaker Cannon Hull Heavy Bolter |
|||||||||||
Baneblade | 1 | - | 3 | - | - | - | - | - | - | 14/14/13 | 406 |
Tank. Slow: Only move up to 9" per
turn. When damaged, roll 2D6 and apply the lowest result. Up to 2 weapons may be fired
after moving 0-6", none may be fired if moving > 6". Ordnance weapons may
move and fire, and fire in the same turn as other weapons. In rough terrain, roll 2D6 and
choose the highest when determining Immoblisation. -1 penalty to Tank Shock tests. May
split different weapons fire between up to 2 targets. Turret Battle Cannon Turret Lascannon Hull Battlecannon 2 Hull Lascannon 6 Hull Bolters Hull Heavy Bolter |
|||||||||||
Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [6] | |||||||||
Baneblade | 1 | - | 3 | - | - | - | - | - | - | 14/14/13 | 400 |
Tank. Slow: Only move up to 9" per
turn. When damaged, roll 2D6 and apply the lowest result. Up to 2 weapons may be fired
after moving 0-6", none may be fired if moving > 6". Ordnance weapons may
move and fire, and fire in the same turn as other weapons. In rough terrain, roll 2D6 and
choose the highest when determining Immoblisation. -1 penalty to Tank Shock tests. May
split different weapons fire between up to 2 targets. Turret Battle Cannon Turret Lascannon Hull Battlecannon 2 Hull Lascannon 6 Hull Bolters Hull Heavy Bolter |
|||||||||||
Baneblade | 1 | - | 3 | - | - | - | - | - | - | 14/14/13 | 400 |
Tank. Slow: Only move up to 9" per
turn. When damaged, roll 2D6 and apply the lowest result. Up to 2 weapons may be fired
after moving 0-6", none may be fired if moving > 6". Ordnance weapons may
move and fire, and fire in the same turn as other weapons. In rough terrain, roll 2D6 and
choose the highest when determining Immoblisation. -1 penalty to Tank Shock tests. May
split different weapons fire between up to 2 targets. Turret Battle Cannon Turret Lascannon Hull Battlecannon 2 Hull Lascannon 6 Hull Bolters Hull Heavy Bolter |
|||||||||||
Shadowsword | 1 | - | 3 | - | - | - | - | - | - | 14/13/12 | 355 |
Tank. Slow: Only move up to 9" per
turn. When damaged, roll 2D6 and apply the lowest result. Up to 2 weapons may be fired
after moving 0-6", none may be fired if moving > 6". Ordnance weapons may
move and fire, and fire in the same turn as other weapons. In rough terrain, roll 2D6 and
choose the highest when determining Immoblisation. -1 penalty to Tank Shock tests. May
split different weapons fire between up to 2 targets. Hull Volcano Cannon 2 Hull Lascannon 7 Hull Bolters Hull Heavy Bolter |
|||||||||||
LT Smithers (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 41 |
Bolt Pistol CC Weapon |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [3] |
Lasgun (x3) Flamer (x1) |
|||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 70 |
Commander: LT Smithers (Lieut) Lasgun (x8) Heavy Bolter (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [6] |
Lasgun | |||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 75 |
Commander: LT Smithers (Lieut) Lasgun (x8) Autocannon (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [6] |
Lasgun | |||||||||||
LT Blizzard (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 46 |
Bolt Pistol CC Weapon |
|||||||||||
Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [8] |
Lasgun (x3) Grenade Launcher (x1) |
|||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 70 |
Commander: LT Blizzard (Lieut) Lasgun (x8) Heavy Bolter (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [6] |
Lasgun | |||||||||||
Infantry Squad | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 75 |
Commander: LT Blizzard (Lieut) Lasgun (x8) Autocannon (x1) |
|||||||||||
Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [6] |
Lasgun | |||||||||||
Anti-Tank Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 125 |
The AT squad may fight seperately from it's
command platoon on the battlefield. Lasgun (x3) Lascannon (x3) |
|||||||||||
Fire Support Squad | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 100 |
The Fire Support squad may fight seperately
from it's command platoon on the battlefield. Lasgun (x3) Autocannon (x2) Heavy Bolter (x1) |
|||||||||||
Option Footnotes: | |||||||||||
Autocannon | 48" R, S7, AP4, Heavy 2. | ||||||||||
Battle Cannon | 72"R, S8, AP3, Ordnance 1, Blast. | ||||||||||
Bolt Pistol | 12"R, S4, AP5, Pistol. | ||||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
CC Weapon | +1A if used with another CCW / pistol. | ||||||||||
Com-Link | If the Command HQ has a Comm-Link, one squad per turn that also has a Comm-Link can, at any time, use the HQ's leadership instead of their own. | ||||||||||
Demolisher Cannon | 24"R, S10, AP2, Ordnance 1, Blast. | ||||||||||
Earthshaker Cannon | 120"R, S9, AP3, Ordnance 1, Blast. | ||||||||||
Flamer | Template, S4, AP5, Assault 1. | ||||||||||
Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | ||||||||||
Grenade Launcher | 24"R, (S3, AP6, Assault 1, Blast) OR (S6, AP4, Assault 1). | ||||||||||
Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
Heavy Flamer | Template, S5, AP4, Assault 1. | ||||||||||
Heavy Mortar | G12"-48"R, S6, AP4, Ordnance 1, Blast. | ||||||||||
Hellgun | 24"R, S3, AP5, Rapid Fire. | ||||||||||
Hunting Lance | In the first round of the first combat the Rough Rider unit fights in, each model gets 1 attack only, at +2 strength, ignoring armour saves and at doubled initiative. No other modifiers or other weapons apply to this. | ||||||||||
Lascannon | 48" R, S9, AP2, Heavy 1. | ||||||||||
Lasgun | 24"R, S3, AP-, Rapid Fire. | ||||||||||
Laspistol | 12"R, S3, AP-, Pistol. | ||||||||||
Linked Autocannon | 48" R, S7, AP4, Heavy 2, Linked. | ||||||||||
Meltagun | 12"R, S8, AP1, Assault 1. +D6 AP at 6". | ||||||||||
Missile Launcher | 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). | ||||||||||
Mortar | G48"R, S4, AP6, Heavy 1, Blast. | ||||||||||
Multilaser | 36"R, S6, AP6, Heavy 3. | ||||||||||
Plasma Pistol | 12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. | ||||||||||
Plasma Rifle | 24"R, S7, AP2, Rapid Fire. Overheats - if you roll a 1 to hit, make a save or take a wound. | ||||||||||
Power Fist | Always go last / no armour save in close combat. | ||||||||||
Ripper Gun | 12"R, S4, AP6, Assault 2. | ||||||||||
Sniper Rifle | 36"R, Hits on 2+, Wounds on 4+, Heavy 1. | ||||||||||
Volcano Cannon | 96"R, S10, No saves possible (not even Invulnerable saves), Ordnance 1, Blast. |
Total Army Cost: 7122 Pts. |
Notes: Imperial Guard Heavy Weapon teams consist of two models - one who fires the Heavy Weapon, and another who can act as any other member of the unit, firing any weapons he posesses. Any Imperial Guard squad within 12 inches of a Command HQ can use the Officer's leadership for Morale and Pinning tests (as long as the Officer isn't falling back). Models in Army: 316 |
Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc. |