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Imperial Guard

Disposition of Forces
The Imperial Guard is the hammer of the Imperium of Man's military might. It is the largest organized
fighting force the galaxy has ever see, comprising countless billions of soldiers and millions of tanks,
armored transports and artillery pieces.

You may spend any number of challenge points; for each spent, you gain any one of the following
units:
Command Platoon*
Hardened Veteran Squad
Infantry Platoon
Stormtrooper Squad
Sentinel Squadron
Heavy Weapons Platoon**
Armored Fist Squad
5 Ratling Snipers
* You may only have a single Command Platoon. You MUST purchase a Command platoon before
selecting more than one additional unit.
**You may only have up to two Heavy Weapons Platoons

You may spend any number of Challenge Points; for every two points spend, gain one of the following
units:
Basilisk
Leman Russ Battle Tank

For each Infantry Platoon:


An Infantry Platoon consists of one Command Squad and two Infantry Squads.

You may spend a Challenge Point to add two additional Infantry Squads to the platoon.

For Each Command Platoon:


The Command Platoon consists of a single Command Squad and one Support Squad.

You may spend up two to Challenge Points, for each point you gain an two additional Support Squads.

Choose the type of each Support Squad:


Fire Support Squad*
Anti-Tank Squad*
Mortar Squad*
Sentinel Squadron**
Special Weapon Squad*
*You may have up to two of each of these support squads.
**You may have only one Sentinel Squadron.

For Each Sentinel Squadron:


Select the pattern of the Sentinels in the squadron. All Sentinels in a Squadron must be of the same
pattern.

Armageddon Pattern: Each sentinel is equipped with a Lascannon, Smoke Launchers and Extra Armor.
Cadian Pattern: Each sentinel is equipped with an Autocannon, a Hunter-Killer Missile and an Armored
Crew Compartment.
Catachan Pattern : Each sentinel is equipped with a heavy flamer, Rough Terrain modification and
Camo Netting.
Mars Pattern: Each sentinel is equipped with a Multi-Laser, Improved Comms and an Armored Crew
Compartment.

For Each Heavy Weapons Platoon:


A Heavy Weapons Platoon consists of one Command Squad and three support squads:
Fire Support Squad*
Anti-Tank Squad*
Mortar Squad*
*You may have up to two of each of these support squads.

Unit Statistics
Unit Command
Name Squad
Quality Regular
Resolve Steady
Armor Flak Armor(+1)
Traits
A Command Squad consists of a single officer and four Guardsmen. The officer is equipped with a
close combat weapon and laspistol and has the Officer Trait, the Guardsmen are equipped with
Lasguns. In addition, the unit is equipped with frag grenades.

One Guardsman in the Command Squad is equipped with a Vox-Caster.

Unit Infantry Squad


Name
Quality Conscript
Resolve Uncertain
Armor Flak Armor(+1)
Traits Command
Dependent
An infantry squad is made up of 10 guardsmen, equipped with Lasguns and Frag grenades.

You may give one guardsman your choice of a Flamer or Grenade Launcher.

If you don't give the squad a Special weapon, you may organize two Guardsmen into a Heavy Weapons
team attached to the squad, equipped with your choice of a Heavy Bolter or Autocannon.

Unit Fire Support Squad


Name
Quality Conscript
Resolve Uncertain
Armor Flak Armor(+1)
Traits Command
Dependent
A Fire Support Squad is made up of six Guardsmen, organized into three heavy weapon teams. They
are equipped with two heavy bolters and an autocannon.

Unit Anti-Tank Squad


Name
Quality Conscript
Resolve Uncertain
Armor Flak Armor(+1)
Traits Command
Dependent
An Anti-Tank Squad is made up of six Guardsmen, organized into three heavy weapon teams. They are
equipped with three Missile Launchers.

Unit Mortar Squad


Name
Quality Conscript
Resolve Uncertain
Armor Flak Armor(+1)
Traits Command
Dependent
A Mortar Squad is made up of six Guardsmen, organized into three heavy weapon teams. They are
equipped with three Mortars.

Unit Special Weapons


Name Squad
Quality Conscript
Resolve Steady
Armor Flak Armor(+1)
Traits Command Dependent
A Special Weapons Squad is made up of six Guardsmen, armed with Lasguns and Frag grenades. Up to
three Guardsmen may replace their Lasguns with a Grenade Launcher, Meltagun, Flamer or Sniper
Rifle.

Unit Stormtrooper Squad


Name
Quality Regular
Resolve Steady
Armor Carapace Armor(+2)
Traits Infiltrate, Deep Strike
Stormtroopers are equipped with Hellguns and Frag and Krak Grenades.

Up to two Stormtroopers may replace their Hellguns with Flamers, Plasmaguns, Meltaguns or Grenade
Launchers.

Unit Hardened Veterans


Name
Quality Regular
Resolve Steady
Armor Flak Armor(+2)
Traits Scatter!, Infiltrate
A Hardened Veterans squad is made up of 10 Veteran Guardsmen, equipped with Lasguns and Frag
grenades.

Up to 3 Veterans replace their Lasguns with a Plasmagun, Meltagun, Grenade Launcher or Flamer.

If you give the unit two or fewer Special Weapons, you may organize two Veterens into a Heavy
Weapons team attached to the unit, equipped with a Heavy Bolter, Autocannon, Missile Launcher or
Lascannon.
Unit Commisar
Name
Quality Regular
Resolve Determined
Armor Flak Armor(+1)
Traits Officer, Iron Will, Summary
Execution
A Commisar is an Independent Character. He is equipped with a las pistol and close combat weapon.

Summary Execution: Whenever a unit that a Commisar is attached to would fail a Morale Test, the unit
instead passes the Morale Test and the Commisar immediately chooses and executes the Officer in the
unit, or one member of the players choice if there is no Officer.

Unit Ratling Sniper


Name
Quality Conscript
Resolve Uncertain
Armor Flak Armor(+1)
Traits Sniper, Infiltrate, Marksman
A Ratling Sniper is a unit consisting of a single model. Each Ratling Sniper is equipped with a Sniper
Rifle.

Unit Sentinel
Name
Armor +1
Crew 1
Movemen 18” Cruising,
t 24” Flank
A Sentinels weaponry and upgrades are determine by their Pattern.

Unit Leman Russ


Name
Armor +7
Crew 5
Movemen Tracked (6”,
t 12”)
A Leman Russ is equipped with a Primary Weapon Battle Cannon and two sponson-mounted heavy
bolters as Secondary Weapons. In addition, it is equipped with a Primary Weapon Lascannon or
Secondary Weapon Heavy Bolter mounted in the hull.

Unit Chimera
Name
Armor +3
Crew 3
Movemen Tracked (6”,
t 12”)
A Chimera is a transport, capable of carrying 12 models. It is equipped with a turret-mounted
Multilaser or Heavy Bolter Primary weapon and a hull mounted Heavy Bolter as a Secondary weapon.

Unit Basilisk
Name
Armor +3
Crew 3 (Conscript)
Movemen Tracked (6”,
t 12”)
A Basilisk is equipped with an Earthshaker Cannon Primary Weapon.

A Basilisk may be deployed in Reserve and used as an off board Artillery Unit.
Imperial Guard Doctrines
Regimental Organization
Drop Troops- You may spend a Challenge Point to make all of your infantry and sentinels into Drop
Troops. All of your infantry units, and Sentinel walkers, gains the Deep Strike trait.

Cannot be combined with Feral Warriors.

Grenadiers- You may spend a Challenge Point to gain access to elite formations. Whenever you spend a
Challenge Point for a Stormtrooper Squad, you gain two squads. Neither of these units may infiltrate or
Deep Strike.

Cannot be combined with Feral Warriors.

Mechanized- You may spend a challenge point to make your regiment Mechanized. You may spend a
Challenge Point for each Command Platoon, Infantry Platoon and Heavy Weapons Platoon. For each
platoon you spend a point on, each of its constituent squads is now mounted in a Chimera transport.

You may spend a point to mount all of your Stormtrooper Squads in Chimera transports.

Cannot be combined with Feral Warriors or Light Infantry.

Skills and Drills


Close Order Drill- You may spend a Challenge Point to give your infantry the benefit of Close Order
Drill. While the members of the squad are all in base-to-base contact, once per turn they may reroll a
failed Morale Test and they gain a +1 bonus to Fire Effect for every two riflemen in the squad, rather
than every three.

The unit only gains this benefit if all of the members of the unit are in base-to-base contact.

Die Hards- You may spend a Challenge Point to make all of your infantry Die Hards. If a unit would be
forced to retreat from a Close Assault, make a Morale Test. If the unit scores two or more successes,
they do not retreat.

Cannot be combined with Chem-Inhalers.

Hardened Fighters- You may spend a Challenge Point to make all of your infantry Hardened Fighters.
All of your infantry units gain the Assault Troops trait.

Iron Discipline- You may spend a Challenge Point to give your infantry Iron Discipline. Whenever an
infantry unit would become Broken due to a failed Morale Test, they become Pinned instead. If they
would Rout they become Broken instead.

Cannot be combined with Chem-Inhalers.

Jungle Fighters- You may spend a Challenge Point to make your infantry Jungle Fighters. This gives
them the following benefits:
– Ignores forest and jungle terrain for determining line of sight. The target of the attack still gains
cover from you shooting through terrain.
– Counts as in heavy cover while in jungle or forest terrain.
– Ignores the movement penalty for moving through jungle or forest terrain.
– May Infiltrate, as long as they deploy in woods or jungle.
– In addition to their normal special weapons, you may give them a flamer at no additional cost. You
may also replace their special weapon with a flamer at no additional cost.
– All infantry replace their armor with Flak Vests (+0).

Cannot be combined with Camelioline or Carapace Armor.

Light Infantry- You may spend a Challenge Point to train your infantry in Light Infantry tactics. You
infantry units gain the following benefits:
– Ignore the movement penalty for moving through difficult terrain.
– They gain the Infiltrate Trait.
– You may replace their special weapon with a sniper rifle at no additional cost.

Cannot be combined with Carapace Armor or Mechanized.

Sharpshooters- You may spend a Challenge Point to give your infantry advanced marksmanship
training.When rolling to determine Fire Effect for your infantry units, you may reroll any 1s. You do
not gain this bonus when using Sniper weapons or Plasmaguns.

Specialized Equipment
Chem-Inhaler- You may spend a Challenge Point to equip your troops with Chem-Inhalers. You may
select whether or not any given unit has this upgrade.
Any unit with Chem-Inhalers reduces their Quality by one step, but their Resolve improves to
Determined.

Camelioline- You may spend a Challenge Point to equip your infantry with Camelioline uniforms.
Whenever a unit equipped with Camelioline has cover against an attack and is outside Base range, they
count as one range farther (short to medium, medium to long) If they are already at Long, they cannot
be targeted.

Carapace Armor- You may spend a Challenge Point to equip your infantry with Carapace Armor. All
units equipped with Flak Armor replace it with Carapace, increasing their Armor Rating to +2.

Cyber-Enhancement- You may spend a Challenge Point to give your infantry Cybernetic
enhancements. All of your infantry models gain a +1 Shield bonus to Armor Rating.

Feral Warriors- You may spend a Challenge Point to make your regiment Feral world Guardsmen. You
may replace any infantry units Lasguns and special weapons with two close combat weapons. Any unit
that you reequip this way gains the Assault Troops trait.

Voxes- You may spend a Challenge Point to equip your forces with vox casters. Every Vox-Caster in a
Command Squad is replaced with a Master Vox-Caster. Give one model in each infantry unit not
equipped with a special or heavy weapon a Vox-Caster.

Special Units
Commissars- You may spend a Challenge Point to deploy Imperial Commissars with your forces. For
each Command Platoon, Infantry Platoon, and Heavy Weapon Platoon in your force, you may deploy
one Commissar.

Imperial Guard Wargear


Armored Troop Compartment
Increase the vehicles Armor by 1. This stacks with the Armor increase from the Extra Armor upgrade.

Autocannon
An autocannon is a heavy weapon.

Battle Cannon
A Battle Cannon is a Heavy weapon. It is an Ordinance weapon; a vehicle cannot fire an Ordinance
weapon if it has fired any other weapons, and it can fire no other weapons after firing an Ordinance
weapon. In addition, a Battle Cannon is a Large Blast weapon; attacks with a large blast weapon roll an
additional 2d6, and take the highest two when rolling to determine Fire Effect.

Camo Netting
The vehicle gains the Infiltrate Trait.

Carapace Armor
A model equipped with Carapace armor gain an Armor Rating of +2.

Earthshaker Cannon
An Earthshaker Cannon is an Indirect Fire Heavy Weapon.

Extra Armor
Increase the vehicles Armor by 1. This stacks with the Armor increase from the Armored Troop
Compartment.

Flamer
A flamer is a squad support weapon.

Grenade Launcher
A grenade launcher is a squad support weapon.

Alternately, a grenade launcher may be used as a special weapon to fire anti-armor Krak Grenades.

Heavy Bolter
A Heavy Bolter is a heavy weapon.

Hellgun
A Hellgun is a squad basic weapon.

Hunter-Killer Missile
Once per game, the vehicle may fire the Hunter-Killer Missile. Resolve it as a single attack with a krak
missile.
Improved Comms
A vehicle with Improved Comms may call off board Artillery Strikes like an Officer, and allows the
Artillery unit to reroll its Skill Test. In addition, each Improved Comms allows you to reroll a single
roll to determine if a unit may deploy from Reserves each turn.

Krak Grenades
A unit equipped with Krak Grenades gains +1 to Close Assault resolution against a vehicle, or +1d6 if
the unit didn't move.

Lascannon
A lascannon is a heavy weapon.

Lasgun
A Lasgun is a squad basic weapon.

Master Vox-Caster
Whenever an Officer with a Master Vox-Caster in his Command Squad calls in an Artillery strike, you
may reroll the Artillery units Skill Test.

Meltagun
A meltagun is a special weapon. It has the melta special rule; if an attack with a meltagun hits a vehicle
at Short range, roll an additional 1d6 for damage.

Missile Launcher
A Missile Launcher is a heavy weapon. A Missile Launcher may fire either Frag or Krak missiles.

Mortar
A Mortar is an Indirect Fire Heavy Weapon.

Pintle Heavy Stubber


A Pintle Heavy Stubber is a heavy weapon.

Pintle Storm Bolter


A Pintle Storm Bolter is a squad basic weapon.

Plasmagun
A Plasmagun is a Special weapon.

In addition, a Plasmagun is Unreliable; if you roll one or more 1s when determining Fire Effect for a
Plasmagun, the model using the weapon suffers a single hit with the weapon.

Rough Terrain Modification


This upgrade allows a vehicle to ignore the movement penalty for moving through difficult terrain, as
long as it moves no faster than Cruising Speed.

Smoke Launchers
Once per game, at the end of the vehicles activation, you may deploy smoke. Until the beginning of the
vehicles next activation, the vehicle gains the following benefits:

-The vehicle cannot be the target of a Close Assault.


-The vehicle improves its concealment by one step. (partially concealed if in the open, in hard cover if
partially concealed. If in hard cover or hull down, the vehicle cannot be targeted by shooting attacks.)

Track Guards
Whenever the vehicle suffers a Traction hit, roll 1d6. On a 4+, ignore the attack.

Vox Caster
Once per turn, a unit equipped with a Vox Caster may use the Quality of a unit equipped with a Master
Vox Caster when taking a Morale Test.

An Officer with a Vox Caster in his Command Squad may call in off board Artillery Strikes.

Imperial Guard Basic


Weapons
Name Rang Damag
e e
Hellgun x5 +2
Lasgun x5 +1
Storm Bolter x3 +3

Imperial Guard Support Weapons


Name Rang Fire Anti-
e Effect Tank
Flamer* x1 +1d6 +2
Grenade Launcher- x4 +1d6 +1
Frag
Heavy Bolter x6 +4 +1
*A unit gains +1 to Close Assault for each flamer in the unit

Imperial Guard Heavy and Special Weapons


Name Rang Fire-Effect Damag Anti-
e e Tank
Autocannon x8 +1 +5 +3
Battle Cannon x12 +0, Ordinance, Blast +8 +4
Earthshaker Cannon* * +0, Ordinance, Large +8 +4
Blast
Grenade Launcher- x4 +0 +5 +3
Krak
Heavy Bolter x6 +2 +4 +2
Heavy Stubber x6 +2 +2 +1
Lascannon x8 +0 +10 +5
Meltagun** x2 +0 +10 +5
Missile Launcher- Frag x8 +0, Blast +2 +1
Missile Launcher- Krak x8 +0 +8 +4
Mortar x8 +0, Blast +2 +1
Multi-Laser x4 +2 +4 +2
Plasmagun*** x4 +1 +9 +5
Plasma Cannon x6 +0, Blast +9 +5
Sniper Rifle**** x6 +0 +3 +2
*This is an Indirect fire weapon.
**This weapon has the Melta special rule.
***This weapon is Unreliable.
****This weapon has the Sniper Weapon special rule.
Imperial Guard Traits
Command Dependent
A unit with this trait that is not within 6” of a friendly Officer, can only take one of the following
actions on its activation:
Shoot
Move
Rush
Aid Wounded

Infiltrate
A unit with this trait deploys after all non-infiltrating units. They may deploy anywhere on the table, as
long as they meet the following criteria:

1) They must be at least 12” from any enemy models, and outside of the enemies deployment area.
2) They must be either in cover or outside line of sight of any enemy models.

Iron Will
If a model with this Trait attaches to a unit and there is no Officer in that unit, that unit uses this models
Resolve as long as it remains a part of the unit.

In addition, whatever unit a model with this Trait is attached to gains a +1 bonus to each die when
taking Morale Tests.

Marskman
A unit with this Trait counts as an Elite for all purposes when firing a Sniper Weapon.

Officer
A model with this trait counts as an Officer. It may call an off board Artillery Strike, targeting any
location within 18”.
Any friendly unit within 6” of a model with this trait may use this Models Quality when taking Morale
Tests.

Scatter!
As long as a unit with this Trait is not Bunched Up, any attack targeting the unit loses the Blast and
Large Blast Special Rules.

Sniper
A model with this Trait gains the following effects:
– Whenever a sniper would become Under Fire, it becomes Pinned instead.
– Snipers cannot Close Assault.
If a Sniper doesn't move on its activation it gains the following benefits:
– If the sniper is targeted by a Shooting attack and is not in Base Range, he counts as a Long Range.
– If the sniper is targeted by a Shooting attack, the shooting unit suffers a -2 penalty to Fire Effect, in
addition to any other penalties.

Summary Execution
Whenever a unit that a model with this Trait is attached to would fail a Morale Test, the unit instead
passes the Morale Test and the Commissar immediately executes the Officer in command of the unit, or
one member of the players choice if there is no Officer.
Revisions
0.1
Initial Release

0.2
-Lifted number restriction on Leman Russ, increased cost to 2 CP.
-Increased Basilisk cost to 2 CP, reduced numbers to one Basilisk per purchase, lifted number
restriction.
-Altered Infantry Platoons to 1 CP for Command Squad and 2 Infantry squads, 1 additional CP for two
additional squads.
-Limited Infantry Squads to only a single heavy or special weapon.
-Added Officer Trait.
-Added Summary Execution and Iron Will Traits to Commissars.
-Revised Special and Heavy weapons table.
-Revised Anti-Tank ratings of Heavy and Special weapons; weapon AT ratings now equal to ½ their
Damage, rounded up.
-Reduced Sentinel Armor to +1.
-Reduced Leman Russ Armor to +7.
-Reduced Chimera Armor to +3.
-Gave Special Weapons squads Frag Grenades.
-Special Weapons squads may now take up to three Special weapons, and may choose Meltaguns and
Sniper Rifles.
-Altered description of Voxes in Special Equipment section of Regimental Doctrines.
-Mechanized Regimental Doctrine may now give all of your Stormtrooper Squads Chimeras.
-Added Plasmagun description.
-Plasmaguns now Unreliable.
-Added Missile Launcher statistics to Heavy and Special Weapons table.
-Cyber-enchacements now give a Shield bonus to Armor Rating.

0.3
-Heavy Weapons Platoons now limited to two of each type of Support Squad.
-Added Basilisk unit and Earthshaker Cannon Wargear.
-Added Ratling Snipers.
-Added Sniper Trait.
-Added Marksman Trait.
-Added Hardened Veterans.
-Added Scatter! Trait.
-Officers are now explicitly able to call Artillery Strikes.

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