1700 Pts - Imperial Guard Army 8th Commando

 

Unit Name ## WS BS St To Wo In At Ld Save Cost
Lowndes' Squad
(Urban Storm)
9 3 4 3 3 1 3 1 8 4+ 165
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; Com-Link
  Veteran Sergeant Lowndes 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]
Hill's Squad (Blue Storm) 9 3 4 3 3 1 3 1 8 4+ 165
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; Com-Link
  Veteran Sergeant Hill 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]
Allen's Squad (Blue Storm) 9 3 4 3 3 1 3 1 8 4+ 169
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; Com-Link
  Veteran Sergeant Allen 1 3 4 3 3 1 3 2 8 4+ [36]
Plasma Pistol; Bolter; 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]
    Scanner If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins (or sound the alarm in a Raid). [2]
Greene's Squad
(Blue Storm)
9 3 4 3 3 1 3 1 8 4+ 245
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); Flamer (x1); Grenade Launcher (x1); Frag Grenades; Com-Link
  Veteran Sergeant Greene 1 3 4 3 3 1 3 2/3 8 4+ [24]
CC Weapon; Hellpistol; 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]
    Scanner If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins (or sound the alarm in a Raid). [2]
  Chimera 1 BS: 4 Front: 12 Side: 10 Rear: 10 [93]
Tank. Optional rules (feel free to use them as long as both players know what they are): Up to 6 models in the Chimera can fire Lasguns out, rather than half the squad. If the Chimera doesn't move, one model or a weapon crew can fire any weapon from the top hatch, even heavy weapons, but the Chimera becomes Open-Topped for the turn he does so (and his opponent's turn). They and the Lasguns must fire at the same target. All models entering or leaving the Chimera must appear / disappear from within 2" of the Access Ramp at the back. Amphibious: The Chimera treats water features as clear terrain when it moves.; Turret Multilaser; Hull Heavy Flamer
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Kirkland's Squad
(Reb Beret Storm)
9 3 4 3 3 1 3 1 8 4+ 158
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; Com-Link
  Veteran Sergeant Kirkland 1 3 4 3 3 1 3 2/3 8 4+ [25]
Bolt Pistol; Hellpistol; 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]
Miller's Squad
(Grey 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; Com-Link
  Veteran Sergeant Miller 1 3 4 3 3 1 3 2/3 8 4+ [27]
CC Weapon; Hellpistol; 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]
    Bionics If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. [5]
McCarty's Command Squad
(Grey Storm)
9 3 4 3 3 1 3 1 8 4+ 358
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; Com-Link
Colonel McCarty 1 4 4 3 3 3 4 3/4 10 4+ [110]
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 unit may Deep Strike or Infiltrate if allowed by the scenario, as long as they're not in a Chimera...; Carapace armor; Plasma Pistol; master crafted powerfist; trademark cloak; Frag Grenades
  Veteran Sergeant Leightly 1 3 4 3 3 1 3 2/3 8 4+ [22]
CC Weapon; Hellpistol; 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]
  Chimera 1 BS: 4 Front: 12 Side: 10 Rear: 10 [93]
Tank. Optional rules (feel free to use them as long as both players know what they are): Up to 6 models in the Chimera can fire Lasguns out, rather than half the squad. If the Chimera doesn't move, one model or a weapon crew can fire any weapon from the top hatch, even heavy weapons, but the Chimera becomes Open-Topped for the turn he does so (and his opponent's turn). They and the Lasguns must fire at the same target. All models entering or leaving the Chimera must appear / disappear from within 2" of the Access Ramp at the back. Amphibious: The Chimera treats water features as clear terrain when it moves.; Turret Multilaser; Hull Heavy Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Sentinel 1 WS: 3 BS: 4 S: 5 I: 3 A: 1 55
Front Armour: 10; Side Armour: 10; Rear Armour: 10; 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.; Lascannon
Sentinel 1 WS: 3 BS: 4 S: 5 I: 3 A: 1 65
Front Armour: 10; Side Armour: 10; Rear Armour: 10; 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.; Lascannon
  Hunter-Killer Missile Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. [10]
Griffon 1 BS: 4 Front: 12 Side: 10 Rear: 10 80
Tank, Open-Topped.; Siege Shells; A Griffon may fire Siege Shells instead of a normal round. If it does so, the smaller burst template is used, but attack has AP 2D6+5 (don't add the S6 to this) and models inside buildings are hit on a 4+ (if you're using the buildings rules from the back of the rulebook).Because of the extra training of the crew, any time the griffon fires and a unit with a comlink can see the impact, the griffon can reroll the scatter dice, but they must accept the second roll; Heavy Mortar; Hull Heavy Bolter
Griffon 1 BS: 4 Front: 12 Side: 10 Rear: 10 80
Tank, Open-Topped.; Siege Shells; A Griffon may fire Siege Shells instead of a normal round. If it does so, the smaller burst template is used, but attack has AP 2D6+5 (don't add the S6 to this) and models inside buildings are hit on a 4+ (if you're using the buildings rules from the back of the rulebook). Because of the extra training of the crew, any time the griffon fires and a unit with a comlink can see the impact, the griffon can reroll the scatter dice, but they must accept the second roll; Heavy Mortar; Hull Heavy Bolter
Option Footnotes:
 
  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.  
  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.  
  Hellpistol 12"R, S3, AP5, Pistol.  
  Lascannon 48" R, S9, AP2, Heavy 1.  
  Meltagun 12"R, S8, AP1, Assault 1. +D6 AP at 6".  
  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.  
Total Army Cost: 1700 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: 76

This army is a special pre-release list.

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