| Imperial Guard Medic (HQ) Imperial Guard Medics are officers trained in the use of medipacks and saving Imperial Guardsmen. One member of the Command HQ may be upgraded to a Medic at +10 points. A Medic allows the Command HQ to ignore its first failed armour save each turn. |
| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Guardsmen | 90 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ |
| Sergeant | - | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 5+ |
| Most Imperial Guard squads are armed with
lasguns as standard issue. But the Praetorian Battalions are armed with bolters, as they
are elite troops. Squad: A squad consists of 1 Sergeant and 9 Guardsmen. Weapons: Boltgun, laspistol and frag grenades. The sergeant is armed with a sword and bolt pistol. Options: Up to one model may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. Two of the Guardsmen may be formed into a weapons team armed with one of the following heavy weapons: heavy bolter at +5 points; missile launcher at +10 points; lascannon at +15 points; autocannon at +10 points; mortar at +10 points. |
| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Veteran Guardsmen | 90 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 5+ |
| Sergeant | - | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 5+ |
| These are the soldiers of the Imperial
Guard armies who have fought successfully through many campaigns. Squad: A squad consists of 9 Veteran Gaurdsmen and a Sergeant. Weapons: Lasgun, laspistol, and frag grenades. The sergeant has a laspistol, chainsword and frag grenades. Options: Up to two models may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. Two of the Guardsmen may be formed into a weapons team armed with one of the following heavy weapons: heavy bolter at +5 points; missile launcher at +10 points; lascannon at +15 points; autocannon at +10 points; mortar at +10 points. |
| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Beastmen | 90 | 4 | 2 | 3 | 4 | 2 | 3 | 1 | 7 | 6+ |
| The Imperial Guard often employ squads of
Beastmen in their army. These are humans that have been mutated by living on planets close
to the Eye of Terror. Squad: A Squad consists of 10 Beastmen. Weapons: Sword or axe. Options: The squad may be given additional close combat weapons at +10 points. |
| These are the fanatic followers of the Cult
of the Emperor. They live only to die for their Emperor, and so they know no fear. Their
only wish is to die while killing the enemies of their god Emperor. You must include one Ecclesiarchy character to be able to take any Human Bombs. Squad: Even though Human Bombs are individuals on the battlefield, they are bought in groups of 1-3. Weapons: Laspistol and Bomb (see special). Special: At any time during a battle, a Human Bomb can opt to trigger the bomb he is carrying. The explosion uses the small template, with a S4 and an AP5. If the Human Bomb is ever shot, there is a chance the bomb will be triggered. Roll a D6 each time the Human Bomb is wounded. If a 6 is rolled, the bomb explodes with the same effects as above. Note that if the bomb explodes, the Human Bomb dies automatically. Human Bombs are subject to frenzy (they double their attacks when charging), and have a special fanatical charge rate of 3x their normal movement. (Frenzy has no effect on the explosion, you don't get two explosions!) Human Bombs are immune to all other psychology, and if they ever are called upon to take a Ld test they will pass it automatically, so no dice roll is needed. Due to their fanatical zeal, the Human Bombs can sustain wounds that would normally be fatal and keep on fighting. But they will refuse all medical attention, and will die at the end of the battle if they do not die during the battle, as they have no wish to live. To reflect this, the Human Bombs have an extra wound, so you must do 2 wounds on them to kill them during the battle. But any Human Bomb that has taken one wound will die at the end of the battle and will count for Victory Points for your opponent. The points value of all slain Human Bombs will be added together to reach Victory Points totals. i.e. 4 Human Bombs are worth 40 points, which is worth 40 VP. Also, a single slain Human Bomb will gain its points total in VP for the opposing player. |
0-1 Paratroopers Squad |
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| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Paratrooper | 120 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| Sergeant | - | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| Paratroopers are rapid deployment IG
troopers. They are dropped from planes soaring high over the battlefield, often
lending their support where it is most needed. Squad: A squad consists of 9 Paratroopers and a Sergeant. Weapons: Laspistol, close combat weapons, and frag and krak grenades. The sergeant has a laspistol, close combat weapon, and frag and krak grenades. Options: Up to two models may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. Special: Paratroopers always deploy from their planes. They may always deep strike, even if the mission does not normally allow it. |
| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Guardsmen | 65 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| Sergeant | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| Assault Squads are squads that have been
armed and equipped to deal with opponents in hand to hand combat. Squad: A Squad consists of 1 Sergeant and 9 Guardsmen. Weapons: Lasptisol, chainsword, and frag and krak grenades. Options: Up to two models may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. |
| In a desperate universe justice is often
harsh and instant, with little consideration to miscreants and misfits. In the struggle
for survival there is no room for individuals who transgress the rigid structures of
society. Such people face servitude for life in the Penal Legions. These are squads made up of the survivors from the harsh penal colonies of the Imperium, and those that have survived their initial battle service, the natural born killers. To include any Penal Legion Squads, you must include at least one Commissar for each Penal Legion Squad. Squad: A squad consists of 10 models. Weapons: Laspistol and axe or club. Special: Penal Legion Squads must remain within 6" of a Commissar at all times. Rally: The Commissar may rally the Penal Legion Squad by detonating the prisoner's collar and killing one of the Penal Legion Troopers. If the Commissar chooses to do this, he will hit and wound automatically. Just remove one model from the squad and turn them to face the enemy. |
0-3 Scout Squad |
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| Troop Type | Points/Squad | WS | BS | S | T | W | I | A | Ld | Sv |
| Scout | 35 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| Sergeant | - | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
| The Imperial Guard often employ units of
Scouts to move ahead of the main army, plotting a course of advance and attacking the
enemy from an unexpected angle. You may include one Scout Squad for every other Troops choice you include in your army. Squad: A Squad consists of 1 Sergeant and 4 Scouts. Weapons: Lasgun. The Sergeant may replace his lasgun with a laspistol and close combat weapon. Options: Up to two models may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. The entire squad may be armed with frag grenades for +5 points or krak grenades for +10 points. Special: Scout Squads may infiltrate, but only if the mission allows infiltration. |
| Troop Type | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv |
| Guardsmen | 25 | 3 | 3 | 3 | 3(4) | 1 | 3 | 1 | 7 | 5+ |
| Sergeant | 25 | 3 | 3 | 3 | 3(4) | 1 | 3 | 1 | 7 | 5+ |
| Some Imperial Guard squads are trained as
bike squads to allow greater mobility for recon and flank attacks. This has also helped to
make the Blitzkrieg tactics of the Imperial Guard more effective. Squad: A squad consists of 1 Sergeant and between 2 and 4 Guardsmen. Weapons: The Guardsmen are armed with a laspistol. The Sergeant has a laspistol and a sword. The bikes are armed with twin-linked bolters. Options: Up to two models may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points; or a grenade launcher at +12 points. |
| Vehicle | Points/Model | Front Armour | Side Armour | Rear Armour | BS |
| Landspeeder | 40 | 10 | 10 | 10 | 3 |
| The Landspeeder is a fast, heavily-armed
light skimmer. It is used often by the Imperial Guard to scout ahead of their main battle
line and to lend its firepower and maneuverability to the Blitzkrieg attacks that the
Imperial Guard is famous for. Squadron: Land speeders are fielded in squadrons of from 1 to 3 vehicles. Type: Fast, Skimmer. Crew: Imperial Guard. Weapons: Multilaser. Options: The multilaser may be exchanged for a heavy bolter at no extra cost or a multi-melta at an additional cost of +15 points. |
Leman Russ Raptor |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Raptor | 120 | 14 | 12 | 10 | 3 |
| The Raptor is an attempt by the Imperial
Guard to create a slightly faster main battle tank, one capable of keeping up with the
lighter vehicles in the Imperial Guard armies. The battlecannon has been replaced
with an autocannon for quicker firing and the ability to fire while the vehicle is in
movement. Type: Tank. Crew: Imperial Guard. Weapons: The Raptor is armed with a turret-mounted autocannon. In addition, you must also have a hull-mounted weapon at the following additional points cost: lascannon at +15 points; heavy bolter at +5 points. Options: The Raptor may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 points or a pair of heavy flamers at +10 points. The Raptor may also be given smoke launchers for +3 points. |
Leman Russ King |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| King | 175 | 14 | 12 | 10 | 3 |
| The Leman Russ King is a Leman Russ with an
extended battlecannon used in a long-range heavy support role. Kings often sit back
on the battle line and provice longe-range supporting fire for advancing units. Type: Tank. Crew: Imperial Guard. Weapons: The King is armed with a turret-mounted extended battlecannon. In addition, you must also have a hull-mounted weapon at the following additional points cost: lascannon at +15 points; heavy bolter at +5 points. Options: The King may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 points or a pair of heavy flamers at +10 points. The King may also be given smoke launchers for +3 points.
|
Leman Russ Gehenna |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Gehenna | 130 | 14 | 12 | 10 | 3 |
| The Leman Russ Gehenna is a close-support
Leman Russ variant. It is designed to work in urban areas and close terrain such as
jungles. Type: Tank. Crew: Imperial Guard. Weapons: The Gehenna is armed with a turret-mounted Inferno Cannon. In addition, you must also have a hull-mounted weapon at the following additional points cost: lascannon at +15 points; heavy bolter at +5 points. Options: The Gehenna may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 points or a pair of heavy flamers at +10 points. The Gehenna may also be given smoke launchers for +3 points. |
Hydra |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Hydra | 145 | 12 | 10 | 10 | 3 |
| The Hydra is a Chimera variant designed for
an anti-aircraft support role. It is often deployed near artillery or other
vulnerable units to protect them from air attacks. Type: Tank. Crew: Imperial Guard. Weapons: The Hydra is armed with two pairs of turret-mounted twin-linked autocannons and a hull-mounter heavy bolter. Options: The Hydra may be given smoke launchers for +3 points. Special: The Hydra is equipped with special targetting sensors that allow it to track flyers and skimmers and fire accurately upon them. Therefore, a Hydra can get Penetrating Hits on flyers and skimmers going over 6" in a turn. |
DRAGON |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Dragon | 110 | 12 | 10 | 10 | 3 |
| The Dragon is a Chimera variant designed
for a fast, mobile heavy punch. Its heavy plasma cannon is capable of doing massive
amounts of damage to vehicles and structures. Type: Tank. Crew: Imperial Guard. Weapons: The Dragon is armed with a turret-mounted heavy plasma cannon and a hull-mounter heavy bolter. Options: The Dragon may be given smoke launchers for +3 points.
|
Chimedon |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Chimedon | 110 | 13 | 11 | 10 | 3 |
Chimedon assault vehicles have had their turret strengthened to mout a short barreled battle cannon similar to those carried by a Leman Russ. The battle cannon's powerful armour-piercing shells can easily smash opposing tanks, giving it tremendous tactical flexibility when combined with the Chimera's sturdy and maneuverable hull. They provide supporting fire for platoons of infantry which are facing enemy armour or dug-in infantry. They are also used in the mobile formations such as the SOCs and armoured cavalry to replace tanks. Type: Tank. Crew: Imperial Guardsmen. Weapons: The Chimedon is armed with a turret-mounted battlecannon and a hull-mounted heavy bolter. Options: A Chimedon may be given smoke launchers for +3 points |
Chimerax |
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| Vehicle | Points | Front Armour | Side Armour | Rear Armour | BS |
| Chimerax | 140 | 12 | 10 | 10 | 3 |
Chimerax assault vehicles are easily recognisable because their turret has been upgraded to mount four light autocannon. These multiple autocannon allow the Chimerax to lay down a withering curtain of fire. This is highly effective for keeping enemy infantry, light skimmers and flyers at bay even though the Chimerax is not equipped with complex tracking and ranging sensors like its larger cousin, the Hydra self propelled anti-aircraft gun. Type: Tank. Crew: Imperial Guardsmen. Weapons: The Chimerax is armed with four turret-mounted autocannons (counts as two sets of twin-linked autocannons, they must all be fired at the same target and they can all be fired if moving) and a hull-mounted heavy bolter. Options: A Chimerax may be given smoke launchers for +3 points. |