| 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. |
|