| 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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