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




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