1500 Pts - Imperial Guard Army 95th Cadian - 'B' Company

 

Unit Name ## WS BS St To Wo In At Ld Save Cost
CPT B Rohanson (Capt) 1 4 4 3 3 2 4 3/4 8 4+ 150
Any Imperial Guard unit within 12" of a Command HQ may use the Ld of the officer leading it for all Ld tests.; Plasma Pistol; Power Weapon
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. [5]
  Carapace Armour Gives a 4+ Armour save. [5]
  Command Section 2 3 3 3 3 1 3 1 7 5+ [65]
Meltagun (x1); Plasma Rifle (x1); Com-Link
    Medic 1 3 3 3 3 1 3 1 7 5+ [10]
Medipack: The unit ignores the first failed save it makes every turn. The Medipack does not work against Close Combat weapons that allow no saving throw, Insta-Kill weapons or if the Medic is in base contact with an enemy model.; Lasgun
    Standard Bearer 1 3 3 3 3 1 3 1/2 7 5+ [10]
Any unit within 12" of the Standard Bearer may re-roll failed Morale checks.; Laspistol & CC Weapon
COMM Akers (Comm) 1 5 4 3/6 3 2 4 3 10 5+ 65
The first Commissar taken will accompany the most senior officer in the army, the second the second most senior, and so on. The Commissar must remain within 2" of the Officer he is accompanying. Summary Execution: If a unit with a Commissar fails a Morale check for any reason, the Commissar kills the squad's leader. The unit immediately attempts to regroup: if it passes all is well, if it fails the unit frags the Commissar and disappears from the battlefield. If the squad's leader is killed for any other reason, the same happens. Once a Commissar has taken control of a unit, it may use his Ld, and if it's an HQ unit, all units within 12 inches may use it as well.; Deathworld Veteran; Power Fist; Bolter
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. [5]
Sentinel 1 WS: 3 BS: 3 S: 5 I: 3 A: 1 45
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.; Multilaser
1LT J Williamson (Lieut) 1 3 3 3 3 1 3 2 8 5+ 60
CC Weapon; Bolter
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. [5]
  Command Section 4 3 3 3 3 1 3 1 7 5+ [18]
Lasgun (x3); Meltagun (x1); Com-Link
Infantry Squad 9 3 3 3 3 1 3 1 7 5+ 75
Commander: 1LT J Williamson (Lieut); Lasgun (x8); Autocannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Infantry Squad 9 3 3 3 3 1 3 1 7 5+ 75
Commander: 1LT J Williamson (Lieut); Lasgun (x8); Autocannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Armoured Fist Squad 9 3 3 3 3 1 3 1 7 5+ 166
Lasgun (x8); Grenade Launcher (x1); Com-Link
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
  Chimera 1 BS: 3 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]
2LT M Erikson (Lieut) 1 3 3 3 3 1 3 2 8 5+ 50
CC Weapon; Bolter
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. [5]
  Command Section 4 3 3 3 3 1 3 1 7 5+ [8]
Lasgun (x3); Meltagun (x1)
Infantry Squad 9 3 3 3 3 1 3 1 7 5+ 75
Commander: 2LT M Erikson (Lieut); Lasgun (x8); Autocannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Infantry Squad 9 3 3 3 3 1 3 1 7 5+ 75
Commander: 2LT M Erikson (Lieut); Lasgun (x8); Autocannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Infantry Squad 9 3 3 3 3 1 3 1 7 5+ 80
Commander: 2LT M Erikson (Lieut); Lasgun (x8); Lascannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Armoured Fist Squad 9 3 3 3 3 1 3 1 7 5+ 166
Lasgun (x8); Grenade Launcher (x1); Com-Link
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
  Chimera 1 BS: 3 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
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Sentinel 1 WS: 3 BS: 3 S: 5 I: 3 A: 1 45
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.; Multilaser
Sentinel 1 WS: 3 BS: 3 S: 5 I: 3 A: 1 45
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.; Multilaser
Leman Russ Demolisher 1 BS: 3 Front: 14 Side: 13 Rear: 11 203
Tank.; Turret Demolisher Cannon; Hull Lascannon; 2 Sponson Plasma Cannon
  Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
  Pintle Storm Bolter 24"R, S4, AP5, Assault 2. [10]
Basilisk 1 BS: 3 Front: 12 Side: 10 Rear: 10 125
Tank, Open-Topped.; Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules).; Earthshaker Cannon; Hull Heavy Bolter
Option Footnotes:
 
  Autocannon 48" R, S7, AP4, Heavy 2.  
  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.  
  Deathworld Veteran Deathworld Veterans have the following abilities in Woods or Jungles: It counts as clear terrain for movement purposes; They get a 4+ cover save while in it; If they don't move they can see & shoot 12" through it; They can infiltrate into it if they're allowed to.  
  Demolisher Cannon 24"R, S10, AP2, Ordnance 1, Blast.  
  Earthshaker Cannon 120"R, S9, AP3, Ordnance 1, Blast.  
  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.  
  Lascannon 48" R, S9, AP2, Heavy 1.  
  Lasgun 24"R, S3, AP-, Rapid Fire.  
  Laspistol 12"R, S3, AP-, Pistol.  
  Meltagun 12"R, S8, AP1, Assault 1. +D6 AP at 6".  
  Multilaser 36"R, S6, AP6, Heavy 3.  
  Plasma Cannon 36" R, S7, AP2, Heavy 1 Blast. Overheats: If you roll a 1 to hit, make a save or take a wound.  
  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.  
  Power Fist Doubles strength, always go last & no armour save in close combat.  
  Power Weapon No armour save in close combat.  
Total Army Cost: 1500 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: 93


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 215 1285 14%
Elite (<=3unit) 0 3 0 1500 0%
Troops (>=2unit <=6unit) 4 2 822 678 54%
Fst. Atck. (<=3unit) 2 1 135 1365 9%
Hvy. Supp. (<=3unit) 2 1 328 1172 21%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 12 n/a 59 n/a 3%

Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc.