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THE COMMANDER’S IMPERIAL GUARD

FIELD HANDBOOK V1.0 June 23, 2009


This document is completely unofficial and in no way endorsed by Games Workshop
Limited. All associated marks, names, races, race insignia, characters, vehicles, locations,
units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/
or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other
countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their
www.pathfinder-devilin.blogspot.com — www.fromthewarp.blogspot.com respective owners.

HAMMER OF THE EMPEROR TURN SEQUENCE


The Hammer of the Emperor stands ready to face its numerous foes. 1. Move
Ever ready to meet external aggression or internal dissension, the 2. Double check ‘Orders’ range
Imperial Guard combines the might of the most lethal war-machines 3. Issue Orders (Company:Platoon:Squad)
with the untold legions of expendable guardsmen. What the Imperial
Guard lacks in accuracy or hardiness, it accomplishes through attrition, 4. Shoot (or run)
armour and high-explosive. 5. Assault

GENERAL RULES
Blessing of the Omnissiah (p.34) Techpriest can mend a immobilized
or weapon destroyed effect on a 5+. Every Servitor with a servo-arm
adds +1 to the roll.
Combined Squads (p.37) Normal Infantry Squads may combine into
units of up to 50 models. Units may combine in any combination, e.g.
squads of 20, 10 and 20 from 5 infantry squads in the same platoon.
It’s for your own good (p.33) If a Psyker experiences a Perils of the
Warp attack while in the same unit as a Commissar, the Commissar
automatically executes the Psyker. Remove the model.
Orders (p.29) Company Commanders may issue two, platoon
commanders may issue one. Roll under the leadership of the ordered
unit to utilize. Double 1 gives another ‘free’ order. Double 6 results in
order failing and no further orders allowed that turn. Only one order
may be allocated per unit, including failed orders. No orders may be
given to units falling back or gone to ground (unless explicitly stated).
Commanders engaged in assault, gone to ground or within a vehicle
(other than a Chimera) cannot issue orders:
Bring it Down! Ordered unit shots at vehicle or monstrous creatures
(or squadrons/units thereof) twin linked.
Fire on my Target! Enemy unit visible to the officer and targeted by
the ordered unit must reroll successful cover saves —halving their
effectiveness.
Get back in the Fight! Ordered unit receiving automatically
recovers and rallies regardless of conditions. Unit may shoot and
assault as normal.
First Rank, FIRE! Second Rank, FIRE! All lasgun armed models in
unit get an additional shot. 2 shots at 24” (If they haven’t moved)
and 3 shots at 12”.
Incoming! Ordered unit immediately goes to ground and adds +2 to
its cover save.
Move! Move! Move! Roll 3D6 and choose the highest for your ‘run’
move.
Stubborn [USR]: Ogyrns, Commissars, Commissar Lords and Penal
Squads are stubborn and ignore negative morale modifiers for
leadership tests in close combat.
Summary Execution (p.32) If a squad fail its leadership test, the
Commissar (or Commissar Lord) executes the leader (remove the
model) and the leadership test is retaken.
THE COMMANDER’S IMPERIAL GUARD
FIELD HANDBOOK V1.0 June 23, 2009
This document is completely unofficial and in no way endorsed by Games Workshop
Limited. All associated marks, names, races, race insignia, characters, vehicles, locations,
units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/
or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other
countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their
www.pathfinder-devilin.blogspot.com — www.fromthewarp.blogspot.com respective owners.

VEHICLES FIELD SYNOPSIS

Armoured Sentinel Squad [Squad 1-3]: (pg.45) Company/Platoon Command Squad


Toughened variant with better weaponry and extra-armour. [Squad 5-10]: (pg. 30) Company Commander
Chimera: (pg. 39) Well armed and armoured, great anti- and veterans. Multiple upgrade options.
personnel weaponry, five passengers can shoot from the top May include Regimental Advisors.
hatch. Amphibious and a Mobile Command Vehicle. (Orders Lord Commissar [IC]: (pg. 32) High Leadership
can be issued from inside). character with effective options and 6” leadership
Deathstrike Missile Launcher [1]: (pg. 55) Outrageous bubble.
doomsday weapon that fires a devastating variable blast Primaris Psyker [IC]: (pg. 33) Strong psychic
size (big to huge) and hits all vehicles at full strength. attack or anti-shooting leadership based defense.
Variable firing, one shot only. Ministorum Priest [0-5]: (pg. 35) Upgrade HQ
Hellhound Squadron [1-3]: (pg. 50) Fast Assault tanks unit that grants reroll to hit on the charge. Good
which can field devastating anti personnel flame and invulnerable save and chain fist equivalent.
chemical weaponry. In addition they can all fire heavy melta Techpriest Enginseer [0-2]: (pg. 34) Power
cannons. armoured repairers, may be accompanied by up
Leman Russ Squadron [1-3]: (pg. 48) Slow tank capable of to 5 servitors. Can repair damaged vehicles.
firing an additional weapon over and above it’s main Ogyrn Squad [3-10]: (pg. 42) Close combat
weapon. Variants include anti-tank, anti-MEQ and anti-horde monsters. Furious Charge capable and Stubborn.
options. Tough.
Ratling Squad [3-10]: (pg. 43) Snipers. Stealth
Manticore Rocket Launcher [1]: (pg. 54) Exceptional and Infiltrate capable. Low toughness and Ld.
range, multiple hit, high strength blast weapon.
Psyker Battle Squad [5-10]: (pg. 47) Can
Ordnance Battery [1-3]: (pg. 52) Open-topped indirect unleash large blast template attack or anti-
heavy support. Basilisk and Medusa are anti-tank, Colossus leadership attack.
and Griffon are anti-personnel.
Storm Trooper Squad [5-10]: (pg. 46) Efficient
Hydra Flak Battery [1-3]: (pg. 51) Long Range mid strength DeepStrike elites with low AP lasguns and two
anti-light tank, skimmer and flyer. Auto-targeting allows close combat weapons. Can upgrade to Scout or
Hydra to ignore ‘turbo-boost’ as cover save. Move through cover. Improved Armour.
Scout Sentinel Squad [1-3]: (pg. 45) Lightweight mobile Infantry Squad [10-50]: (pg. 37) Basic guard
heavy weapons platform, multiple options. Scout and move unit. Special, heavy weapons and combined
through cover capable. squads options. Commissar grants Stubborn.
Valkyrie/Vendetta Assault Carrier Squadron [1-3]: (pg. Heavy Weapon Squad [6]: (pg. 38) 3 heavy
46) Fast Skimmer with 12 transport capacity. Scout and weapons. Vulnerable to Instant Death.
deep strike capable. Valkyrie is anti-personnel, Vendetta
anti-tank. Special Weapon Squad [6]: (pg. 38) 3 special
weapons options, including sniper rifle and
demolition charge.
Conscripts [20-50]: (pg. 37) Cheap shields.
Veteran Squad [10]: (pg. 40) Elite troops with
multiple heavy and special weapons options, can
upgrade to improved armour, Stealth or melta-
bombs (and a demo charge).
Penal Legion Squad [10]: (pg. 41) Upgrade
which makes unit more lethal. Scout capable
and Stubborn.
Rough Rider Squad [5-10]: (pg. 44) Fast
cavalry with highly potent anti-MEQ one-use
explosive lances.

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