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The Imperium of Man is crumbling on all sides as aliens, heretics and mutants seek to overthrow the rule of the High Lords of Terra. Take up the gauntlet of strife and recruit regiments from more than a million worlds, from the skilled Cadians and the shrewd Catachans to the disciplined Krieg. The burden of mankind's future lies upon your shoulders general!
Introduction
Angry codices are an attempt to improve internal and external balance. Check
out the Angry Codex hub for the other angry codices.
This is a first draft, treat it as such.
You can navigate by way of ctrl+f, all rules entries start with * allowing you to go
right to the rules entry instead of having to through all the times the item you are
searching for occurs.
The following weapons have been changed:
- hellstrike missile
- hunter-killer missile
- lasgun
- lasgun array
- Macharius vanquisher cannon
- melta bombs
- mortar
- neutron laser projector
- plasma cannon
- missile launcher
- krak grenades
- storm bolter
- vanquisher cannon
A number of models have replaced their original weapon with a new weapon with
different rules:
- Leman Russ battle cannon
- Leman Russ demolisher cannon
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry
Codices. No infringement is intended with this work, nor any other of the Angry
Codices. The intent of the angry codices is NOT to make GW go out of business,
but rather to improve the quality of the hobby, which leads to a happier and larger
player base.
*Lists
*Ranged Weapons List
A model with access to this list may replace 1 laspistol with 1 of the following:
- 1 bolt pistol - 1 pt
- 1 boltgun - 3 pts
- 1 plasma pistol - 5 pts
*Special Weapons List
A model with access to this list may replace 1 lasgun with 1 of the following:
- 1 flamer - 5 pts
- 1 grenade launcher - 5 pts
- 1 hot-shot volley gun*2 - 10 pts
- 1 melta gun - 10*3/15 pts
- 1 plasma gun - 10*3/15 pts
- 1 sniper rifle*1 - 2 pts
*1 Cannot be taken by Rough Riders, Militarum Tempestus Scions or Militarum Tempestus Command Squads.
*2 Militarum Tempestus Scions and Militarum Tempestus Command Squads only.
*3 Models with BS 3 only
*Heavy Weapons List
A model with access to this list may take 1 of the following:
- 1 mortar - 0 pts
- 1 autocannon or 1 heavy bolter - 10 pts
- 1 missile launcher with 1/2/3 types of ammuntion) - 13/17/20*1 pts
- 1 lascannon - 20 pts
*1 Note down on your army list which of the three ammunition types (krak, flakk and/or frag) the weapon in question can fire.
*Special Issue Wargear List
A model with access to this list may take any of the following:
- Bionics - 5 pts
- Camo gear - 5 pts
- Carapace armour - 5 pts
- Duelist Honours - 5 pts
- Krak grenades - 1 pt
- Melta bombs - 5 pts
- Order of St. Kark*1 - 7 pts
- Winged skull*2 - 20 pts
*1 Commissar or Lord Commisar only. *2 Company Commander only.
*Melee Weapons List
A model with access to this list may replace 1 close combat weapon and/or 1
laspistol with 1 of the following:
- 1 lightning claw - 1,5 pts/Attack*1
- 1 power axe - 1,5 pts/Attack*1
- 1 power fist - 3 pts/Attack*1
- 1 power lance - 0,5 pts/Attack*1
- 1 power maul - 1,5 pts/Attack*1
- 1 power sword - 1 pt/Attack*1
A model with access to this list may replace 1 close combat weapon and 1 laspistol
with 1 of the following:
- 1 lightning claw and 1 power fist - 5 pts + 3 pts/Attack*1
- 2 lightning claws - 3 pts + 1,5 pts/Attack*1
*1 Multiply the cost of this weapon by the Attack characteristic of the model buying the weapon.
*Relics of Conquest List
- Kurov's Aquila - 60 pts
- Macharian Cross - 25 pts
- The Black Plate - 10 pts
- The Deathmask of Ollanius - 20 pts
- The Emperor's Benediction - 5 pts
- The Fist of Brockus*1 - 30 pts
- The Laurels of Command - 25 pts:: - The Blade of Conquest - 15 pts
- The Tactical Auto-Reliquary of Tyberius - 25 pts
*1 Lord Commissar only.
*Imperial Guard Vehicle Equipment List
- Camo netting - 15 pts
- Dozer blade*1 - 5 pts
- Enclosed crew compartment*2 - 10/15*3 pts
- Extra armour - 5 pts
- Fire barrels*1 - 5 pts
- Heavy Stubber or Storm Bolter*3 - 5 pts
- Hunter-killer missile - 14 pts
- Recovery gear - 5 pts
- Relic plating - 3 pts
- Searchlight - 1 pt
- Smoke launchers - 5 pts
- Veteran crew - 1/6 of the vehicle's pts cost including all other options
except this one
*1 Tanks only. *2 Open-topped Tanks only. *3 Ordnance Tank only.
Hammer of the Emperor
HQ
*Commissar
Wargear:
Bolt pistol Close combat weapon Frag grenades Krak grenades
Special Rules
Independent Character It Is For Your Own Good Stubborn Summary Execution
Options
May take items from the Melee Weapons list. May replace 1 bolt pistol with 1 of the following:
- 1 boltgun - 3 pts
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Commissar 20 pts 4 4 3 3 1 3 2 9 5+ Infantry 1 Commissar
- 1 plasma pistol - 5 pts
*Lord Commissar
Wargear:
Lord Commissar
1 bolt pistol 1 close combat weapon Frag grenades Krak grenades Refractor field
Commissar Ibram Gaunt
1 bolt pistol Bionic eyes
Any ranged weapon fired by a model armed with bionic eyes gain the Ignores
Cover special rule.
Frag grenades Krak grenades Refractor field Camo gear Sword of Heironymo
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Lord Commissar 45
pts 5 5 3 3 3 3 3 10 5+ Infantry
1 Lord
Commissar
Commissar Ibram
Gaunt 5 5 3 3 3 3 3 10 5+
Infantry
(Character) (Unique)
Commissar Yarrick 5 5 3 3 3 3 3 10 4+ Infantry
(Character) (Unique)
Range S AP Type
- +1 3 Melee, Armourbane, Master-crafted
Commissar Yarrick
Bale Eye
Side Arm: A weapon with this special rule may be fired in addition to any
other weapons the model can normally fire.
1 bolter pistol 1 close combat weapon 1 power fist 1 storm bolter Frag grenades Krak grenades Power field
A model armed with a power field has a 4+ invulnerable save.
Warlord Trait:
Inspiring Presence: (Commissar Yarrick only) Friendly units within 12" of the Warlord can use his Leadership rather than their own.
Tactical Genius: (Commissar Ibram Gaunt only) Whilst your Warlord is alive, you can discard up to 2 Active Tactical Objectives at the end of your turn instead of only 1.
Special Rules
Lord Commissar
Aura of Discipline Independent Character Stubborn Summary Execution
Commissar Ibram Gaunt
Range S AP Type
6" 3 3 Pistol, Side Arm
Adamantium Will Aura of Discipline Independent Character It Is For Your Own Good Fearless Senior Officer: This model may issue up to two orders each turn. Preferred Enemy (Chaos Space Marines) Voice of Command Tanithian: A model with this special rule may only be included in
Detachments using Tanith Tactics.
Commissar Yarrick
Aura of Discipline Eternal Warrior Feel No Pain (6+) Independent Character It Will Not Die Preferred Enemy (Orks) Stubborn Summary Execution Voice of Command Armageddonese: A model with this special rule may only be included in
Detachments using Armageddon Tactics.
Options
Lord Commissars may take items from the Melee Weapons, Special Issue Wargear and/or Relics of Conquest lists
Lord Commissars may replace 1 bolt pistol with 1 of the following:
- 1 boltgun - 3 pts
- 1 plasma pistol - 5 pts
May be upgraded to one of the following:
- Commissar Yarrick - 80 pts
- Commissar Ibram Gaunt - 60 pts
The Lord Commissar may take 1 of the following Warlord Traits:
- Tenacity - 0 pts
Your Warlord has the Feel No Pain special rule.
- Intimidating Presence - 0 pts
Your Warlord has the Feel No Pain special rule.
- Lead by Example - 20 pts
Any ‘Secure Objective X’ Tactical Objective, where X is a number between 1 and
6, that is scored because your Warlord or his unit controls that Objective Marker,
scores 1 additional Victory Point.
*Company Command Squad
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Company
Commander
56
pts 4 4 3 3 3 3 3 9 5+
Infantry
(Character)
1 Company
Commander, 4
Veterans
'Iron Hand'
Straken 4 4 3 3 3 3 3 9 3+
Infantry
(Character) (Unique)
Ursarkar Creed 4 4 3 3 3 3 3 9 4+ Infantry
(Character) (Unique)
Veteran 3 4 3 3 1 3 1 7 5+ Infantry
Veteran
Weapons Team 3 4 3 3 2 3 2 7 5+ Infantry
Astropath 3 4 3 3 1 3 1 7 5+ Infantry
Master of
Ordnance 3 4 3 3 1 3 1 7 5+ Infantry
Officer of the
Fleet 3 4 3 3 1 3 1 7 5+ Infantry
Colour Sergeant
Kell 4 4 3 3 2 4 3 8 4+
Infantry
(Character) (Unique)
Nork Deddog 4 3 5 5 3 3 4 8 4+ Infantry
(Character) (Unique)
Wargear
Company Commander
Close combat weapon Frag grenades Laspistol Refractor field
Veteran
Close combat weapon Frag grenades Laspistol
Veteran Weapons Team
Frag grenades Lasgun
Astropath, Master of Ordnance and Officer of the Fleet
Artillery bombardment (Master of Ordnance only) Frag grenades
Colour Sergeant Kell
Frag grenades Power fist Power sword Regimental standard Laspistol
Nork Deddog
Frag grenades Ripper gun
Ursarkar Creed
Frag grenades Refractor field Twin-linked hot-shot laspistol
Winged skull
Warlord Trait
Supreme Commander: (Ursarkar Creed only) Your Warlord may generate two additional Warlord Traits from the Tactical Traits table, generating one at a time. Re-roll any dublicate results.
Coordinated Assault: ('Iron Hand' Straken only) In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
Special Rules:
Company Commander, 'Iron Hand' Straken and Ursarkar Creed
Cadian: (Ursarkar Creed only) A model with this special rule may only be included in Detachments using Cadian Tactics.
Catachan: ('Iron Hand' Straken only) A model with this special rule may only be included in Detachments using Catachan Tactics.
Fearless ('Iron Hand' Straken only) Feel No Pain (6+) ('Iron Hand' Straken only) Honour or Death: ('Iron Hand' Straken only) A model with this special rule
must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.
Monster Hunter ('Iron Hand' Straken only) Senior Officer: A model with this special rule can issue up to two orders
each turn. Smash ('Iron Hand' Straken only) Tactical Genius: (Ursarkar Creed only) During deployment, you may choose
a single unit in your army. That unit has the Outflank special rule. Voice of Command
Officer of the Fleet
Navy Orders: A model with this special rule must take a Leadership test at the beginning of each game turn, before Reserve Rolls are made. If one or more models with this special rule are succesful, you may choose one of the following:
- Add +1 to all your Reserve Rolls this turn.
- Subtract 1 from all your opponent's Reserve Rolls this turn.
Astropath
Psyker (Mastery Level 1)
Colour Sergeant Kell and Nork Deddog
Feel No Pain (Nork Deddog only) Hammer of Wrath (Nork Deddog only) Heroic Sacrificice (Nork Deddog only) When a model with this special rule
is slain in close combat it may attack as if it was currently its Initiative Step even if it has already struck blows in the current Assault phase, if killed on its own Initative step it may instead attack twice.
Sworn Protector: A model with this special rule must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.
Listen Up, Maggots: (Colour Sergeant Kell only) If a model with this special rule is in the same unitas Usarkar Creed, Leadership tests for orders issued by Ursarkar Creed can be taken on Kell's Leadership, not that of the ordered unit.
Look Out - Argh!: Whenever a model in a unit including a model with this special fails a Look Out! Sir roll you may transfer the hit onto a model with this special rule.
Stubborn (Nork Deddog only) Thunderous Headbutt: (Nork Deddog only) A model with this special rule
may replace all its attacks for a single attack with the Instant Death special rule.
Very Bulky (Nork Deddog only)
Psyker
Astropaths generate their powers from the Telepathy discipline.
Options:
May replace 1 Company Commander with 1 of the following:
- 1 Ursarkar Creed - 42 pts
- 1 'Iron Hand' Straken - 50 pts
If the Company Command Squad includes Ursarkar Creed, may replace 1 Veteran armed with a regimental standard with Colour Sergeant Kell - 30 pts
May add up to 1 of each of the following:
- 1 Astropath - 25 pts
- 1 Master of Ordnance - 20 pts
- 1 Officer of the fleet - 20 pts
- 1 Nork Deddog - 50 pts
Any Astropath, Master of Ordnance and/or Officer of the Fleet may take a lasgun - 0.5 pts/model
Company Commanders may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics of Conquest lists.
Company Commanders may replace 1 laspistol with 1 twin-linked shotgun - 0 pts
May replace 2 Veterans with 1 Veteran Weapons Team which must take items from the Heavy Weapons list - 0 pts
Any Veteran may replace 1 laspistol and 1 close combat weapon with 1 lasgun - 1 pt/model
Up to three Veterans may take one of the following:
- Vox-caster - 5 pts/model
- Medi-pack - 15 pts/model
- Regimental standard - 15 pts/model
Any Veteran that is not armed with a vox-caster, medi-pack or regimental standard may take items from the Special Weapons list.
All Veterans and Veteran Weapons Teams may take any of the following:
- Krak grenades - 1 pt/model
- Carapace armour - 2 pts/model
- Camo gear - 2 pts/model
Company Commander may take any of the following:
- Krak grenades - 1 pt/model
- Carapace armour - 6 pts/model
- Camo gear - 6 pts/model
The Company Commander may take 1 of the following Warlord Traits:
- Master of Manouevre - 0 pts
Your Warlord has the Outflank special rule.
- Inspiring Presence - 30 pts
Friendly units within 12" of the Warlord can use his Leadership rather than their
own.
- Master of the Vanguard - 0 pts
Your Warlord, and all friendly units within 12", add 1" to the distance that they can
move when they Run or Charge.
May take 1 Chimera or 1 Taurox as a Dedicated Transport.
*Tank Commander
Leman Russ Commander: You must purchase one Leman Russ Squadron for each model with this special rule in your army. One Leman Russ Battle Tanks or Leman Russ Siege Tank must be assigned to each model with this special rule when constructing your army. The Leman Russ Squadron this model is assigned to does not take up a heavy support choice and are considered part of this model´s unit. Two models with this special rule may not be assigned models from the same unit. The vehicle assigned to the model with this special rule changes its unit type to Vehicle (Tank, Heavy, Character) and its Ballistic Skill to 4. This model is automatically destroyed when this model´s assigned vehicle is wrecked or suffers an Explodes! result on the vehicle damage table.
Tank Orders: A model with this special rule may attempt to issue an order to its own unit. To do this take a Leadership test on this models Leadership.
If a double 1 is rolled for an ordered unit's leadership test, all further orders issued
automatically take effect. If a double 6 is rolled, the order does not take effect, and
no further orders may be issued that turn by any officer.
WS BS S T W I A Ld Sv Unit Type Composition
Tank
Commander
30
pts - 4 - - - - - 9 -
Vehicle (Tank,
Heavy, Character)
1 Tank
Commander
Knight
Commander
Pask
- 4 - - - - - 9 - Vehicle (Tank,
Heavy, Character) (Unique)
If the total result is equal to or lower to the this model's Leadership or less. This
model may issue one of the following orders to his own unit.
'Full Throttle!'
The ordered unit immediately moves Flat Out moving up to 6+D6" even
though they have the Heavy unit type.
'Smite at Will'
The ordered unit must make a shooting attack. When resolving this
shooting attack, the ordered unit has the Split Fire special rule.
'Strike and Shroud'
The ordered unit must make a shooting attack. After this shooting attack
has been resolved, all vehicles in the unit that have not already done so
must use their smoke launchers.
Crack Shot: (Knight Commander Pask only) Shots made by Knight Commander Pask´s vehicle can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. In addition the turret-mounted weapon of Knight Commander Pask´s vehicle gains an additional benefit depending on its name:
When firing a Leman Russ battle cannon, Leman Russ demolisher cannon, lascannon, vanquisher battle cannon or eradicator nova cannon, Knight Commander Pask can re-roll To Hit rolls.
An exterminator autocannon fired by Knight Commander Pask has the Rending special rule.
A punisher gatling cannon fired by Knight Commander Pask has the Shred special rule.
An executioner plasma cannon fired by Knight Commander Pask has the Blind special rule.
Cadian: (Knight Commander Pask only) A model with this special rule may only be included in Detachments using Cadian Tactics.
Options:
May replace 1 Tank Commander with 1 Knight Commander Pask - 40 pts The Tank Commander may take 1 of the following Warlord Traits:
- Target Priority - 40 pts
In the Shooting phase, your Warlord and all friendly units within 12" of him reroll
To Hit rolls of 1.
- The Dust of a Thousand Worlds - 10 pts
Your Warlord, and all friendly units within 12", have the Move Through Cover
special rule.
- Immovable Object - 5 pts
Your Warlord has the Fearless and It Will Not Die special rules.
Troops
*Conscript Squad
Wargear:
1 lasgun Frag grenades
Options
May include up to 30 additional Conscripts - 3 pts/model
*Infantry Squad
Wargear:
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Conscript 60 pts 2 2 3 3 1 3 1 7 5+ Infantry 20 Conscripts
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Guardsman 50
pts 3 3 3 3 1 3 1 7 5+ Infantry
9 Guardsmen, 1
Sergeant
Sergeant 3 3 3 3 1 3 2 8 5+ Infantry
(Character)
1 lasgun Frag grenades
Options
Sergeants may take items from the Ranged Weapons list Sergeants may replace 1 close combat weapon with 1 power sword - 6 pts The Sergeant may take melta bombs - 5 pts The Sergeant may take spotter magnoculars - 3 pts One Guardsman may take a vox-caster - 5 pts May replace 2 Guardsmen with 1 Heavy Weapons Team which must take
one item from the Heavy Weapons list 1 Guardsman which is not armed with a vox-caster may take items from
the Special Weapons list. The entire squad may take krak grenades - 10 pts May take 1 Chimera or 1 Taurox as a Dedicated Transport
*Veteran Squad
Wargear
1 heavy bolter (Sergeant Harker only) 1 lasgun (Veterans and Veteran Sergeant only) Frag grenades
Options
All models may take 1 Cog of Het - 10 pts All models may take 1 Drusian Laurels - 5 pts Unless the Veteran Sergeant has the Grenadiers special rule, may replace 1
Veteran Sergeant with 1 Sergeant Harker - 20 pts The Veteran Sergeant may take an auspex - 10 pts
Name Cost WS BS S T W I A Ld Sv Unit
Type- Composition
Veteran 60
pts 3 4 3 3 1 3 1 7 5+ Infantry
9 Veterans, 1 Veteran
Sergeant
Veteran
Sergeant 3 4 3 3 1 3 2 8 5+
Infantry
(C)
One Veteran may take a vox-caster - 5 pts Any Veteran may replace 1 lasgun with 1 twin-linked shotgun - 0 pts/model One Veteran may replace 1 lasgun with 1 heavy flamer - 10 pts May replace 2 Veterans with 1 Veteran Weapons Team which must take
items from the Heavy Weapons list Up to 2 Veterans which are not armed with 1 heavy flamer or a vox-caster
Special Weapons list All models may take krak grenades - 5 pts May take 1 Chimera or 1 Taurox as a Dedicated Transport. All models may take one of the following special rules:
- Grenadiers - 15 pts
A model with this special rule has a 4+ Sv.
- Forward Sentries - 10 pts
A model with this special rule is armed with camo gear and defensive grenades.
- Demolitions Experts - 30 pts
A model with this special rule is armed with melta bombs.
May take 1 Chimera or 1 Taurox as a Dedicated Transport.
Elites
*Bullgryns
Wargear
1 grenadier gauntlet 1 slabshield Frag grenades
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Ogryn 99
pts 4 3 5 5 3 2 3 6 4+ Infantry
2 Ogryn, 1 Bone
'ead
Bone'ead 4 3 5 5 3 2 4 7 4+ Infantry
(Character)
Special Rules
Hammer of Wrath Stubborn Very Bulky
Options
May include up to seven additional Bullgryns - 33 pts/model Any model may replace 1 grenadier gauntlet and 1 slabshield with 1 power
maul and 1 brute shield - 8 pts/model May take 1 Chimera or 1 Taurox as a Dedicated Transport.
*Commissar Tank
Wargear:
1 eradicator nova cannon (Commissar Battle Tank only) 1 punisher gatling cannon (Commissar Siege Tank only) 1 conqueror battle cannon (Commissar Conqueror only) 1 storm bolter (Commissar Conqueror only) 1 heavy bolter Searchlight Smoke Launchers
Special Rules:
Commissariat Crew: Friendly models within 6" of a model with this special rule may re-roll failed Morale and Pinning tests.
Options
Name Cost BS FA SA RA HP Unit Type Composition
Commissar Battle
Tank
145
pts 3 14 13 10 3
Vehicle (Heavy,
Tank)
1 Commissar Battle
Tank
Commissar Siege
Tank 3 14 13 11 3
Vehicle (Heavy,
Tank)
Commissar
Conqueror 3 14 13 10 3 Vehicle (Tank)
Any model may replace 1 eradicator nova cannon with 1 of the following:
- 1 exterminator autocannon - 0 pts/model
- 1 vanquisher cannon - 10 pts/model
- 1 Leman Russ battle cannon - 30 pts/model
- 1 twin-linked lascannon - 0 pts
Any model may replace 1 eradicator nova cannon and 1 heavy bolter with 2 lascannons - 10 pts
May replace 1 Commissar Battle Tank with 1 Commissar Conqueror - 25 pts/model
May replace 1 Commissar Battle Tank with 1 Commissar Siege Tank - 5 pts/model
May replace 1 punisher gatling cannon with one of the following:
- 1 Leman Russ demolisher cannon - 30 pts/model
- 1 executioner plasma cannon - 40 pts/model
May replace 1 heavy bolter with 1 heavy flamer - 0 pts/model May take 1 of the following:
- 2 heavy flamers - 10 pts/model
- 2 heavy bolters - 20 pts/model
- 2 multi-meltas - 20 pts/model
- 2 plasma cannons - 30 pts/model
May take items from the Astra Militarum Vehicle Equipment list.
*Enginseer
Wargear:
Frag grenades (Enginseer only) Krak grenades (Enginseer only) Laspistol (Enginseer only) Power axe (Enginseer only)
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Enginseer 30 pts 3 3 3 3 1 3 1 8 3+ Infantry (Character) 1 Enginseer
Enginseer 3 3 3 3 1 3 1 8 4+ Infantry
Servo-arm
Special Rules:
Enginseer
Awaken the Machine: During your Shooting phase each model with this special rule may nominate an Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.
Blessings of the Omnissiah: In each of your Shooting a model with this special rule may use this special rule. Roll a D6 and add 1 for each Servitor with a servo-arm in this model's unit. If the result is 5+, you may select a friendly Astra Militarum vehicle, you may either restore a lost Hull Point the chosen vehicle lost earlier in the battle or remove an Immobilised or Weapon Destroyed result the chosen vehicle suffered earlier in the ballte. A model may not use this special rule and fire ranged weapons in the same turn.
Independent Character
Servitor Mindlock: Mindlock: Unless it also contains a Character, an unengaged
unit that contains at least one model with this special rule must roll a D6 at the start
of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3,
the unit is mindlocked until the start of its following turn. A mindlocked unit may
not voluntarily move, shoot or charge, but must still complete compulsory moves,
such as Pile In and Fall Back moves.
Options:
May take melta bombs - 5 pts May replace the Independent Character special rule with up to 5 Servitors -
10 pts/model Up to two Servitors may replace 1 servo-arm with 1 of the following:
- 1 multi-melta - 0 pts/model
- 1 heavy bolter - 5 pts/model
- 1 plasma cannon - 15 pts/model
May take 1 Trojan as a Dedicated Transport.
*Medic Cadre
Wargear:
1 close combat weapon (Medic only) 1 laspistol (Medic only)
Special Rules:
Catechisms of Healing: Friendly models within 6" of a model with this special rule gain the Feel No Pain special rule. Models which already have this special rule or gain it from another source instead gain the Feel No Pain (4+) special rule.
Mindlock: (Servitors only) Unless it also contains a Character, an unengaged unit
that contains at least one model with this special rule must roll a D6 at the start of
its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the
unit is mindlocked until the start of its following turn. A mindlocked unit may not
voluntarily move, shoot or charge, but must still complete compulsory moves, such
as Pile In and Fall Back moves.
Options:
May include up to two additional Medicae Servitors - 10 pts/model The Medic may take melta bombs - 5 pts The Medic may take items from the Ranged Weapons and/or Melee
Weapons lists.
*Ministorum Priest
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Medic 85
pts 3 4 3 3 1 3 1 8 4+
Infantry
(Character)
1 Medic, 2 Medicae
Servitors
Medicae
Servitor 3 3 3 3 1 3 1 8 4+ Infantry
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Ministorum
Priest
35
pts 3 3 3 3 1 3 2 5 5+
Infantry
(Character)
1 Ministorum
Priest
Wargear:
Las Pistol Close Combat Weapon Frag Grenades Rosarius
Special Rules:
Independent Character Zealot The Emperor Protects: All models in the same unit as a Ministorum Priest
gain a 6+ Invulnerable save.
Options:
May take 1 of the following:
- 1 lasgun - 1 pt
- 1 plasma gun - 5 pts
*Ogryns
Wargear
1 ripper gun Frag grenades
Special Rules
Hammer of Wrath
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Ogryn 84
pts 4 3 5 5 3 2 3 6 5+ Infantry
2 Ogryn, 1 Bone
'ead
Bone'ead 4 3 5 5 3 2 4 7 5+ Infantry
(Character)
Stubborn Very Bulky
Options
May include up to seven additional Ogryns - 28 pts/model May take 1 Chimera or 1 Taurox as a Dedicated Transport.
*Primaris Psyker
Wargear:
Force weapon Frag grenades Laspistol Refractor field
Special Rules
Independent Character Psyker (Mastery Level 1)
Psyker:
Primaris Psykers generate their powers from
the Biomancy, Divination, Pyromancy and Telekinesis disciplines and may not
generate their powers from any other disciplines.
Options:
May be upgraded to Psyker (Mastery Level 2) - 25 pts
*Ratlings
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Primaris
Psyker
50
pts 4 4 3 3 2 3 2 9 5+
Infantry
(Character)
1 Primaris
Psyker
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Wargear:
1 laspistol 1 sniper rifle Camo gear
Special Rules:
Infiltrate Slow and Purposeful
Options:
May include up to seven additional Ratlings - 6 pts/model
*Special Weapons Squad
Wargear:
1 lasgun Frag Grenades
Must take one of the following:
- Three guardsmen must replace their lasguns with one item from
the Special Weapons list
- All Guardsmen in the unit replace their Lasgun with a sniper rifle and
camo-gear - 12 pts
All models may take krak grenades - 6 pts
*Storm Trooper Command Squad
Ratling 24 pts 2 4 2 2 1 4 1 6 5+ Infantry 3 Ratlings
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Guardsman 30 pts 3 3 3 3 1 3 1 7 5+ Infantry 6 Guardsmen
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Wargear
1 hot-shot lasgun (Tempestus Scion only) 1 hot-shot laspistol (Tempestor Prime only) 1 close combat weapon (Tempestor Prime only) Frag grenades Krak grenades
Special Rules
Clarion Vox-net: (Tempestor Prime only) Friendly Militarum Tempestus Scion Squads within 24" of this model may use this model's Leadership value for Fear, Morale or Pinning tests.
Deep Strike Move Through Cover Voice of Command (Tempestor Prime only)
Options
The Tempestor Prime may take items from the Melee weapons list The Tempestor Prime may take an auspex - 10 pts The Tempestor Prime may replace 1 hot-Shot lasgun with 1 plasma pistol
and 1 close combat weapon - 5 pts 1 Tempestus Scion may take a vox-caster - 5 pts 1 Tempestus Scion which is not armed with a vox-caster may take a medi-
pack - 15 pts Up to four Tempestus Scions that have not been upgraded with one of the
options above may replace their Hot-shot Lasguns with items from the Special Weapons list
May take 1 Chimera or 1 Taurox as a Dedicated Transport.
*Storm Trooper Squad
Tempestus
Scion
75
pts 3 4 3 3 1 3 1 7 4+ Infantry
4 Tempestus Scions, 1
Tempestor Prime
Tempestor
Prime 4 4 3 3 2 4 2 9 4+
Infantry
(Character)
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Wargear
1 hot-shot lasgun (Tempestus Scion only) 1 hot-shot laspistol (Tempestor only) 1 close combat weapon (Tempestor only) Frag grenades Krak Grenades
Special Rules
Deep Strike Move Through Cover
Options
May include up to five additional Tempestus Scions - 10 pts/model The Tempestor may take items from the Melee weapons list The Tempestor may take an Auspex - 10 pts The Tempestor may replace 1 hot-shot lasgun with a plasma pistol and a
close combat weapon - 5 pts One Tempestus Scion may take a vox-caster - 5 pts Up to two Tempestus Scions that have not been upgraded with one of the
options above may replace their Hot-shot Lasguns with items from the Special Weapons list
May take 1 Chimera or 1 Taurox as a Dedicated Transport.
*Wyrdvane Brotherhood
Wargear:
Tempestus
Scions
60
pts 3 4 3 3 1 3 1 7 4+ Infantry
4 Tempestus Scions,
1 Tempestor
Tempestor 4 4 3 3 1 3 2 8 4+ Infantry
(Character)
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Wyrdvane Psyker 45 pts 2 3 2 3 1 3 1 8 5+ Infantry 5 Wyrdvane Psykers
1 laspistol 1 close combat weapon
Special Rules:
Brotherhood of Psykers (Mastery Level 1)
Psyker:
Wyrdvane Brotherhoods generate their powers from
the Biomancy, Divination, Pyromancy and Telekinesis disciplines and may not
generate their powers from any other disciplines.
Options:
May include up to five additional Wyrdvane Psykers - 4 pts/model
Fast Attack
*Armoured Sentinel Squadron
Wargear
1 multi-laser Extra armour
Special Rules
Scout
Options
May include up to two additional Armoured Sentinels - 33 pts/model Any model may replace 1 multi-laser with 1 of the following:
- 1 autocannon - 5 pts/model
- 1 heavy flamer - 0 pts/model
- 1 missile launcher with 1/2/3 types of ammunition 3/7/10 pts/model
Name Cost WS BS S FA SA RA I A HP Unit Type Composition
Armoured
Sentinel
33
pts 3 3 3 12 10 10 3 1 2
Vehicle
(Walker)
1 Armoured
Sentinel
- 1 multiple rocket pod - 5 pts/model
- 1 lascannon - 10 pts/model
- 1 plasma cannon - 10 pts/model
Any model may take items from the Astra Militarum Vehicle Equipment list
*Atlas Recovery Tank
Wargear:
1 heavy bolter Searchlight Smoke launchers
Special Rules:
Recovery Tank: If this model starts the movement phase in base contact with a friendly Immobilised vehicle or a destroyed Immobilized vehicle without any models on top of it, it may drag that vehicle after it. To drag a vehicle move this model and then move the vehicle which is being dragged into base contact. If the vehicle being dragged is a Heavy vehicle the Atlas may only move 6" in the movement phase in which it is dragging that vehicle. If it did not move in Movement phase a model with this special rule may attempt to repair a friendly vehicle including itself in the Shooting phase. To attempt to repair a vehicle in this way, roll a D6. On a roll of 5+ you may remove a single Immobilised or Weapon Destroyed the repaired vehicle suffered earlier in the game, or restore a single Hull Point lost earlier in the battle.
Options:
May take items from the Astra Militarum Vehicle Equipment list
*Centaur
Name Cost BS FA SA RA HP Unit Type Unit Composition
Atlas 85 pts 3 14 13 10 3 Vehicle (Tank, Transport) 1 Atlas
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Wargear:
1 heavy stubber Searchlight Smoke launchers
Special Rules:
Artillery Tractor: A model with this special rule can transport models with the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
Transport:
Transport Capacity: 5 models.
Options:
May take items from the Astra Militarum Vehicle Equipment list.
*Chimera
Wargear:
1 heavy bolter 1 multi-laser 2 lasgun arrays Searchlight Smoke launchers
Special Rules:
Amphibious Mobile Command Vehicle: Models embarked upon a vehicle with this
special rule may still issue orders to squads. Measure range from any part
Centaur 30
pts 3 11 10 10 2
Vehicle (Transport, Fast, Open-
topped) 1 Centaur
Name Cost BS FA SA RA HP Unit Type Unit Composition
Chimera 65 pts 3 12 10 10 3 Vehicle (Tank, Transport) 1 Chimera
of the Chimera´s hull when an officer embarked inside a Chimera issues an order.
Transport:
Transport Capacity: 12 models. Fire Points: 2 models can fire from the top hatch. Access Points: Chimeras have 1 Access Point at the rear.
Options:
May replace 1 heavy bolter with heavy flamer - 0 pts May replace 1 multi-laser with 1 of the following:
- 1 autocannon - 5 pts
- 1 heavy flamer - 0 pts
- 1 heavy bolter - 0 pts
- 1 twin-linked heavy bolter - 5 pts
May replace 1 multi-laser and 2 lasgun arrays with 1 autocannon - 0 pts May take items from the Astra Militarum Vehicle Equipment list.
*Cyclops Remote-Controlled Demolition Vehicle
Wargear
Cyclops
1 Cyclops demolition charge
Operator
1 lasgun
Special Rules:
Remote Controlled: A model with this special rule may move within 1" of enemy models in the movement phase, if it does it must use its demolition charge that turn.
Name Cost BS FA SA RA HP Unit Type Composition
Cyclops 15 pts 3 10 10 10 1 Vehicle 1 Cyclops, 1 Operator
Operator: The Operator does not have to remain in unit coherency with the rest of the unit.
Options:
May include up to 2 additional Cyclops - 10 pts/model
*Death Rider Command Squad
Wargear:
1 close combat weapon 1 hunting lance (Death Rider Commander and Death Rider Veteran only) 1 laspistol Frag grenades Krak grenades
Special Rules:
Feel No Pain (6+) Move Through Cover Stubborn (Death Rider Commissar only) Summary Execution (Death Rider Commissar only) Voice of Command (Death Rider Commander only)
Options:
May include 1 Death Rider Commissar - 35 pts/model The Death Rider Commander and Death Rider Commissar may take items
from the Melee Weapons and/or Ranged Weapons lists. The Death Rider Commander may take melta bombs - 5 pts
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Death Rider
Veteran
115
pts 3 4 3 4 2 3 2 7 5+ Cavalry
4 death Rider
Veterans, 1 Death
Rider Commander
Death Rider
Commissar 4 4 3 4 2 3 3 8 5+
Cavalry
(Character)
Death Rider
Commander 3 4 3 4 2 3 3 8 5+
Cavalry
(Character)
*Death Rider Squad
Wargear:
1 close combat weapon 1 hunting lance 1 laspistol Frag grenades Krak grenades
Special Rules:
Feel No Pain (6+) Move Through Cover
Options:
May include up to five additional Death Riders - 19 pts/model The Death Rider Sergeant may take items from the Melee
Weapons and/or Ranged Weapons lists. The Death Rider Sergeant may take melta bombs - 5 pts
*Drop Sentinel Squadron
Wargear
1 heavy bolter
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Death Rider 105
pts 3 3 3 4 2 3 2 7 4+ Cavalry
4 Rough Riders, 1
Rough Rider Sergeant
Death Rider
Sergeant 3 3 3 4 2 3 3 8 4+
Cavalry
(Character)
Name Cost WS BS S FA SA RA I A HP Unit Type Composition
Drop
Sentinel
26
pts 3 3 5 10 10 10 3 1 2
Vehicle (Walker,
Open-topped)
1 Drop
Sentinel
Special Rules
Deep Strike Move Through Cover Scout
Options
May include up to two additional Scout Sentinels - 26 pts/model Any model may replace 1 heavy bolter with 1 of the following:
- 1 heavy flamer - 0 pts/model
- 1 multi-melta - 5 pts/model
Any model may take items from the Astra Militarum Vehicle Equipment list
*Hades Drill
Special Rules:
Deep Strike Supterranean Assault: A unit with this special rule may attempt to Deep
Strike on top of another unit. If a unit with this special rule cannot be placed when arriving from Deep Strike it counts as Tank Shocking and Ramming all non-vehicle and vehicle units respectively (friend and foe) which are preventing it from arriving.
Melta Drill: Each unit tank-shocked by a model with this special rule suffers D3 Strength 9 AP 2 hits, each unit that is rammed by a model with this special rule suffers 1 Strength 9 AP 1 hit with the Armourbane special rule.
Follow-up Attack: Models may not embark upon a model with this special rule and may only start the game embarked upon it if this model starts the game in Deep Strike reserve. Any models that start the game inside a model with this special rule must disembark immediately after this vehicle has entered the game.
Transport:
Transport Capacity: 10 models.
Name Cost BS FA SA RA HP Unit Type Unit Composition
Hades Drill 60 pts 3 12 10 10 2 Vehicle (Heavy, Tank, Transport) 1 Hades Drill
Access Points: Models may disembark from this vehicle as if it was an Open-topped vehicle.
*Hellhound Squadron
Wargear
1 heavy bolter 1 inferno cannon
Options
May include up to two additional Hellhounds - 100 pts/model Any model may replace 1 heavy bolter with 1 of the following:
- 1 heavy flamer - 0 pts
- 1 multi-melta - 10 pts
Any model may replace 1 inferno cannon with 1 of the following:
- 1 melta cannon - 5 pts
- 1 chem cannon - 0 pts
Any model may take items from the Astra Militarum Vehicle Equipment list.
*Salamander Command Vehicle
Wargear:
1 heavy flamer
Name Cost BS FA SA RA HP Unit Type Composition
Hellhound 100 pts 3 12 12 10 3 Vehicle (Fast, Tank) 1 Hellhound
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Command
Salamander
50
pts 3 12 10 10 3
Vehicle (Tank, Open-
topped, Fast) 1 Salamander
1 heavy bolter Aspex surveyor Searchlight Smoke launchers
Special Rules:
Night Vision Scout Amphibious
Options:
Any model may take items from the Astra Militarum Vehicle Equipment list.
*Salamander Squadron
Wargear:
1 autocannon 1 heavy bolter Searchlight Smoke launchers
Special Rules:
Scout Amphibious
Options:
Any model may take items from the Astra Militarum Vehicle Equipment list.
*Scout Sentinel Squadron
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Salamander 55
pts 3 12 10 10 3
Vehicle (Tank, Open-topped,
Fast) 1 Salamander
Wargear
1 powerlifter
Special Rules
Infiltrate Move Through Cover Scout
Options
May include up to two additional Scout Sentinels - 26 pts/model Any model may replace 1 powerlift with 1 of the following:
- 1 autocannon - 10 pts/model
- 1 heavy flamer - 5 pts/model
- 1 missile launcher with 1/2/3 types of ammunition 8/12/15 pts/model
- 1 multi-laser - 5 pts/model
- 1 multiple rocket pod - 10 pts/model
- 1 lascannon - 15 pts/model
Any model may take items from the Astra Militarum Vehicle Equipment list
*Rough Rider Squad
Name Cost WS BS S FA SA RA I A HP Unit Type Composition
Scout
Sentinel
21
pts 3 3 5 10 10 10 3 1 2
Vehicle (Walker,
Open-topped)
1 Scout
Sentinel
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Rough
Rider
85
pts 3 3 3 4 2 3 2 7 5+ Cavalry
4 Rough Riders,
1 Rough Rider
Sergeant
Rough
Rider
Sergeant
3 3 3 4 2 3 3 8 5+ Cavalry
(Character)
Wargear:
1 close combat weapon
1 hunting lance
1 laspistol
Frag grenades
Krak grenades
Options:
May include up to five additional Rough Riders - 15 pts/model The Rough Rider Sergeant may take items from the Melee Weapons list. The Rough Rider Sergeant may replace 1 laspistol or 1 close combat
weapon with 1 plasma gun - 5 pts The Rough Rider Sergeant may take melta bombs - 5 pts Up to two Rough Riders may take items from the Special Weapons list.
*Mukaali Rider Squad
Wargear:
1 close combat weapon 1 hunting lance 1 laspistol Frag grenades Krak grenades
Options:
May include up to five additional Rough Riders - 20 pts/model The Rough Rider Sergeant may take items from the Melee Weapons list.
Name Cost WS BS S T W I A Ld Sv Unit Type Composition
Mukaali
Rider
85
pts 3 3 5 4 3 3 2 7 5+ Cavalry
2 Mukaali Riders, 1
Mukaali Rider
Sergeant
Mukaali
Rider
Sergeant
3 3 3 4 2 3 3 8 5+ Cavalry
(Character)
The Rough Rider Sergeant may replace 1 laspistol or 1 close combat weapon with 1 plasma gun - 5 pts
The Rough Rider Sergeant may take melta bombs - 5 pts Up to two Rough Riders may take items from the Special WeaponsF list.
*Taurox
Wargear:
Twin-linked autocannon
Special Rules:
All-terrain APC
Transport:
Transport Capacity: 10 models. Fire Points: 2 on each side of the hull. Access Points: A Taurox has 1 Access point on each side of the hull and 1 at
the rear.
Options:
May take items from the Astra Militarum Vehicle Equipment list.
*Taurox Prime
Wargear:
Taurox battle cannon Twin-linked hot-shot volley gun
Special Rules:
All-terrain APC
Name Cost BS FA SA RA HP Unit Type Unit Composition
Taurox 45 pts 3 11 10 10 3 Vehicle (Transport) 1 Taurox
Name Cost BS FA SA RA HP Unit Type Unit Composition
Taurox Prime 55 pts 4 11 10 10 3 Vehicle (Transport) 1 Taurox Prime
Transport:
Transport Capacity: 10 models. Fire Points: 2 on each side of the hull. Access Points: A Taurox has 1 Access point on each side of the hull and 1 at
the rear.
Options:
May replace 1 Taurox battle cannon with 1 of the following:
- 1 twin-linked Taurox gatling cannon - 10 pts
- 1 twin-linked missile launcher with 1/2/3 types of ammunition - 0/4/7 pts
May replace 1 twin-linked hot-shot volley gun with 1 twin-linked autocannon - 0 pts
May take items from the Astra Militarum Vehicle Equipment list.
*Tauros Squadron
Wargear
1 heavy flamer (Tauros only) 1 twin-linked multi-laser (Tauros Venator only) Searchlight
Special Rules:
Move Through Cover Scout Four Wheel Drive: When a vehicle with this special rule would be
Immobilised roll a D6. On a roll of 4+ the immobilization result is ignored (but a Hull Point is removed as normal).
Options:
May include up to 2 additional Tauros - 35 pts/model May replace any Tauros with 1 Tauros Venator - 10 pts/model
Name Cost BS FA SA RA HP Unit Type Composition
Tauros 35 pts 3 10 10 10 2 Vehicle (Fast, Open-topped) 1 Tauros
Tauros Venator 3 11 10 10 2 Vehicle (Fast, Open-topped)
Any model may replace 1 heavy flamer with 1 Tauros grenade launcher - 5 pts/model
Any model may replace 1 twin-linked multi-laser with 1 twin-linked lascannon - 10 pts
May take items from the Astra Militarum Vehicle Equipment list.
*Trojan Support Vehicle
Wargear:
1 heavy flamer Searchlight Smoke launchers
Special Rules:
Amphibious Artillery Tractor: A model with this special rule can transport models with
the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
Support Vehicle: Once per Shooting phase you may nominate a friendly Tank or Artillery model within 6" of this model. The nominate model may re-roll failed To Hit rolls until the end of the turn.
Transport:
Transport Capacity: 6 models. Access Points: Trojans have 1 Access Point at the top hatch.
Options:
May replace 1 heavy flamer with 1 heavy bolter - 5 pts May take items from the Astra Militarum Vehicle Equipment list.
*Valkyrie Squadron
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Trojan 50
pts 3 10 10 10 2
Vehicle (Transport, Fast, Open-
topped) 1 Trojan
Wargear:
1 multi-laser 2 hellstrike missiles Extra armour Searchlight
Special Rules:
Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.
Transport:
Transport Capacity: (Valkyrie only) Twelve models. Transport Capacity: (Vendetta only) Six models. Access Points: 1 access point on each side of the hull and 1 at the rear
Options:
May include up to two additional Valkyries - 100 pts/model All Valkyries may be upgraded to Vendettas, replacing two hellstrike
missiles and multi-laser with a twin-linked lascannon and two hellfury missiles - 50 pts/model
Any Valkyrie may replace multi-laser with a lascannon - 0 pts Any Valkyrie may replace two hellstrike missiles with two multiple rocket
pods - 10 pts Any Valkyrie may take two heavy bolters - 25 pts Any Vendetta may replace two hellfury missiles with two twin-linked
lascannons - 20 pts Any Vendetta may take two heavy bolters - 25 pts
Heavy Support
Name Cost BS FA SA RA HP Unit Type Composition
Valkyrie 100 pts 3 12 12 10 3 Vehicle (Flyer, Hover, Transport) 1 Valkyrie
Vendetta 3 12 12 10 3 Vehicle (Flyer, Hover, Transport)
*Bombard Team Squadron
Wargear:
1 Bombard heavy siege mortar Searchlight Smoke launchers
Options:
May include up to 2 additional Bombard teams each including 1 Bombard and 1 Trojan - 110 pts each
Any model may take items from the Astra Militarum Vehicle Equipment list.
*Destroyer Squadron
Wargear:
1 destroyer laser cannon Searchlight Smoke launchers
Options:
May include up to two additional Destroyers - 160 pts/model Any model may take items from the Astra Militarum Vehicle
Equipment list.
*Field Artillery Team Squad
Name Cost BS FA SA RA HP Unit Type Composition
Bombard 110 pts 3 14 13 11 3 Vehicle (Heavy, Tank) 1 Bombard, 1 Trojan
Name Cost BS FA SA RA HP Unit Type Composition
Destroyer 160 pts 3 14 13 11 3 Vehicle (Tank) 1 Destroyer
Name Cost WS BS S T W I A Ld Sv Unit
Type Composition
Wargear:
Guardsman
1 laspistol Frag grenades
Artillery Piece
1 heavy mortar
Special Rules:
Immobile Artillery: (Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still
Options:
Any model may replace 1 laspistol with 1 lasgun - 1 pt/model Any model may replace 1 heavy mortar with 1 of the following:
- 1 heavy siege mortar - 0 pts/model
- 1 illumn mortar - 0 pts/model
- 1 quad launcher - 35 pts/model
May include up to 2 additional Field Artillery Teams, each consting of 3 Guardsmen and 1 Artillery Piece - 45 pts each
May include up to 2 additional guardsmen for each Artillery Piece in the unit - 10 pts/model
*Heavy Artillery Team Squad
Guardsman 45
Points 3 3 3 3 1 3 1 7 5+ Artillery
3 Guardsmen, 1 Artillery
Piece
Artillery
Piece 7 2 3+ Artillery
Name Cost WS BS S T W I A Ld Sv Unit
Type Composition
Wargear:
Guardsman
1 laspistol Frag grenades
Heavy Artillery Piece
1 earthshaker cannon
Special Rules:
Immobile Artillery: (Heavy Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still
Options:
Any model may replace 1 laspistol with 1 lasgun - 1 pt/model Any model may replace 1 earthshaker cannon with 1 of the following:
- 1 medusae siege cannon - 20 pts/model
- 1 medusae bastion breacher - 25 pts/model
May include up to 2 additional Heavy Artillery Teams, each consting of 4 Guardsmen and 1 Heavy Artillery Piece - 100 pts each
May include up to 4 additional guardsmen for each Heavy Artillery Piece in the unit - 10 pts/model
*Heavy Weapons Squad
Guardsman 100
Points 3 3 3 3 1 3 1 7 5+ Artillery
4 Guardsmen, 1 Heavy
Artillery Piece
Heavy Artillery
Piece 7 2 3+ Artillery
Name Cost WS BS S T W I A Ld Sv Unit
Type Composition
Heavy Weapons
Team
30
Points 3 3 3 3 2 3 1 7 5+ Infantry
3 Heavy Weapons
Teams
Wargear:
1 lasgun Frag grenades
Special Rules:
Swarms Eternal Warrior
Options
Every Heavy Weapons team in the squad, must take items from the Heavy Weapons List.
*Leman Russ Squadron
Wargear:
1 eradicator nova cannon (Leman Russ Battle Tank only) 1 punisher gatling cannon (Leman Russ siege Tank only) 1 conqueror battle cannon (Leman Russ Conqueror only) 1 storm bolter (Leman Russ Conqueror only) 1 heavy bolter Searchlight Smoke Launchers
Options
May include up to two additional Leman Russ Battle Tanks - 125 pts/model Any model may replace 1 eradicator nova cannon with 1 of the following:
Name Cost BS FA SA RA HP Unit Type Composition
Leman Russ Battle
Tank
125
pts 3 14 13 10 3
Vehicle (Heavy,
Tank)
1 Leman Russ Battle
Tank
Leman Russ Siege
Tank 3 14 13 11 3
Vehicle (Heavy,
Tank)
Leman Russ
Conqueror 3 14 13 10 3 Vehicle (Tank)
- 1 exterminator autocannon - 0 pts/model
- 1 vanquisher cannon - 10 pts/model
- 1 Leman Russ battle cannon - 30 pts/model
- 1 twin-linked lascannon - 0 pts
Any model may replace 1 eradicator nova cannon and 1 heavy bolter with 2 lascannons - 10 pts
May replace any Leman Russ Battle Tank with 1 Leman Russ Conqueror - 25 pts/model
May replace any Leman Russ Battle Tank with 1 Leman Russ Siege Tank - 5 pts/model
Any model may replace 1 punisher gatling cannon with one of the following:
- 1 Leman Russ demolisher cannon - 30 pts/model
- 1 executioner plasma cannon - 40 pts/model
Any model may replace 1 heavy bolter with 1 heavy flamer - 0 pts/model Any model may take 1 of the following:
- 2 heavy flamers - 10 pts/model
- 2 heavy bolters - 20 pts/model
- 2 multi-meltas - 20 pts/model
- 2 plasma cannons - 30 pts/model
Any model may take items from the Astra Militarum Vehicle Equipment list.
*Sabre Weapons Team Squad
Name Cost WS BS S T W I A Ld Sv Unit
Type Composition
Guardsman 35
Points 3 3 3 3 1 3 1 7 5+ Artillery
1 Guardsman, 1
Sabre
Sabre 7 2 3+ Artillery
Combat
Engineer 3 4 3 3 1 3 1 7 4+ Artillery
Wargear:
Combat Engineer
1 twin-linked shotgun Frag grenades
Guardsman
Lasgun
Sabre
1 twin-linked heavy bolter
Options:
Any model may replace 1 twin-linked heavy bolter with 1 of the following:
- 1 laser destroyer - 20 pts/model
- 1 quad heavy stubber - 5 pts/model
- 1 sabre searchlight - 0 pts
- 1 twin-linked autocannon - 5 pts/model
- 1 twin-linked lascannon - 10 pts/model
May include up to 2 additional Sabre Weapons Teams, each consting of 1 Guardsman and 1 Sabre - 30 pts each
May include up to 1 additional Guardsman for each Sabre in the unit - 8 pts/model
May replace all Guardsmen with Combat Engineers - 5 pts/model
*Sentry Gun Battery
Wargear:
Twin-linked heavy bolter
Special Rules:
BS FA SA RA HP Unit Type Composition
Sentry Gun 15 pts 2 10 10 10 1 Vehicle 1 Sentry Gun
Firing Modes: A sentry gun can fire in one of two modes. You must decide which mode the sentry gun will be set in before the start of the game. You cannot change the mode once you have decided, it remains in that mode for the rest of the game.
- Point Defence Mode: The Sentry Gun may never turn or move.
- Sentry Mode: The Sentry Gun must face to turn the nearest enemy unit
during your movement phase, it may not move.
Target Priority: Sentry Gun Batteries must shoot at the nearest enemy prime target within range and line of sight of all the Sentry Guns in the Sentry Gun Battery. If no prime target is within range or line of sight of all Sentry Guns in the Sentry Gun Battery then the Sentry Gun Battery will fire at the closest enemy unit within range and line of sight of all Sentry Guns in the Sentry Gun Battery. If no such target is available the unit must target the nearest enemy unit which the most Sentry Guns can fire at.
Prime Target: If armed with twin-linked heavy bolter Sentry Guns treat unengaged units including one or more models with the Bike, Cavalry, Infantry, Jump Infantry as prime targets, otherwise they treat unengaged Monstrous Creatures and unengaged vehicles as prime targets.
Options:
All models may replace 1 twin-linked heavy bolter with 1 of the following:
- 1 multi-melta - 0 pts
- 1 twin-linked lascannon - 15 pts/model
*Thunderer Squadron
Wargear:
1 demolisher cannon Searchlight Smoke Launchers
Options:
May include up to 2 additional Thunderers - 140 pts/model
Name Cost BS FA SA RA HP Unit Type Composition
Thunderer 140 pts 3 14 13 11 3 Vehicle (Tank) 1 Thunderer
Any model may replace 1 demolisher cannon with 1 laser destroyer - 35 pts Any model may take items from the Astra Militarum Vehicle
Equipment list.
*Ordnance Squadron
Wargear:
1 heavy Bolter 2 twin-linked hydra autocannons Searchlight Smoke Launchers
Options:
May include up to 2 additional Ordnance Platforms - 40 pts/model Any model may replace 2 twin-linked hydra autocannons with 1 of the
following:
- 1 earthshaker cannon - 40 pts/model
- 4 storm eagle missiles - 70 pts/model
- 4 lightning raptor missiles - 70 pts/model
Any model may replace 1 heavy bolter with 1 heavy flamer - 0 pts/model Any model may take camo netting - 15 pts/model
*Ordnance Tank Squadron
Wargear:
1 heavy Bolter 2 twin-linked hydra autocannons
Name Cost BS FA SA RA HP Unit Type Composition
Ordnance
Platform
65
pts 3 10 10 10 3
Vehicle (Open-
topped)
1 Ordnance
Platform
Name Cost BS FA SA RA HP Unit Type Composition
Ordnance Tank 65 pts 3 12 10 10 3 Vehicle (Open-topped, Tank) 1 Ordnance Tank
Searchlight Smoke Launchers
Options:
May include up to 2 additional Ordnance Tanks - 65 pts/model Any model may replace 2 twin-linked hydra autocannons with 1 of the
following:
- 1 collossus siege mortar - 25 pts/model
- 1 deathstrike missile launcher - 65 pts/model
- 1 griffon heavy mortar - 15 pts/model
- 1 medusae siege cannon - 70 pts/model
- 1 medusae bastion breacher - 75 pts/model
- 1 earthshaker cannon - 55 pts/model
- 2 twin-linked stormshard mortars - 10 pts/model
- 4 storm eagle rockets - 95 pts/model
- 4 lightning raptor rockets - 95 pts/model
Any model may replace 1 heavy bolter with 1 heavy flamer - 0 pts/model Any model may take items from the Astra Militarum Vehicle
Equipment list.
Lords of War
*Baneblade Variant Tank
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Banehammer 410
pts 3 14 13 12 9
Super-heavy Vehicle (Tank,
Transport) 1 Banehammer
Baneblade 3 14 13 12 9 Super-heavy Vehicle (Tank)
Doomhammer 3 14 13 12 9 Super-heavy Vehicle (Tank,
Transport)
Banesword 3 14 13 12 9 Super-heavy Vehicle (Tank)
Wargear:
Baneblade
1 autocannon 1 baneblade cannon 1 demolisher cannon 1 twin-linked heavy bolter Searchlight Smoke launchers
Banehammer
1 tremor cannon 1 twin-linked heavy bolter Searchlight Smoke launchers
Banesword
1 quake cannon 1 twin-linked heavy bolter Searchlight Smoke launchers
Doomhammer
1 magma cannon 1 twin-linked heavy bolter Searchlight Smoke launchers
Hellhammer
Hellhammer 3 14 13 12 9 Super-heavy Vehicle (Tank)
Shadowsword 3 14 13 12 9 Super-heavy Vehicle (Tank)
Stormblade 3 14 13 12 9 Super-heavy Vehicle (Tank)
Stormlord 3 14 13 12 9 Super-heavy Vehicle (Tank)
Stormsword 3 14 13 12 9 Super-heavy Vehicle (Tank)
1 autocannon 1 hellhammer cannon 1 demolisher cannon 1 twin-linked heavy bolter Searchlight Smoke launchers
Shadowsword
1 volcano cannon Searchlight Smoke launchers
Stormblade
1 plasma blastgun 1 heavy bolter Searchlight Smoke launchers
Stormsword
1 stormsword cannon 1 heavy bolter Searchlight Smoke launchers
Special Rules:
Ignores Cover All Power to Weapons!: (Stormlord only) If a model with this special rule
does not move, it may fire 1 Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).
Transport:
Transport Capacity: (Banehammer and Doomhammer only) 25 models. Transport Capacity: (Stormlord only) 40 models. Fire Points: (Banehammer and Doomhammer only) 10 models can fire from
the troop bay. Fire Points: (Stormlord only) 20 models can fire from the troop bay. Access Points: (Banehammer and Doomhammer only) Banehammers have
1 Access Point at the rear.
Access Points: (Stormlord only) Stormlords are treated as Open-topped vehicle for the purpose of embarking and disembarking. The +1 damage modeifier for Open-topeed vehicles does not apply to Stormlords.
Options:
May replace 1 Doomhammer with 1 of the following:
- 1 Baneblade - 105 pts
- 1 Banehammer - 0 pts
- 1 Banesword - 20 pts
- 1 Hellhammer - 120 pts
- 1 Shadowsword - 60 pts
- 1 Stormblade - 0 pts
- 1 Stormlord - 60 pts
- 1 Stormsword - 120 pts
May take up to 1 of each of the following:
- 1 hunter-killer missile - 14 pts
- 1 heavy stubber - 3 pts
- 1 Storm bolter - 5 pts
- Ace crew - 1/6 of the vehicle's pts cost including all other options except
this one
May take up to two of the following:
- 2 lascannons and 2 twin-linked heavy bolters - 60 pts each
- 2 lascannons and 2 twin-linked heavy flamers - 50 pts each
Shadowswords may take 1 of the following:
- 1 twin-linked heavy bolter - 10 pts each
- 1 twin-linked heavy flamer - 7 pts each
Shadowswords may replace 2 lascannons with 1 targeting array - 0 pts
*Armoured Assault Vehicles
Wargear:
Dominus
1 triple bombard 2 heavy bolters
Praetor
1 praetor launcher 2 heavy bolters
Crassus
4 heavy bolters Searchlight Smoke launchers
Transport:
Transport Capacity: (Crassus only) 35 models. Access Points: Crassi have 1 Access Point at the rear. up to 2 units may
embark onto or disembark from a Crassus.
Options:
May replace 1 Crassus with 1 of the following:
- 1 Dominus - 30 pts
- 1 Praetor - 50 pts
May replace any heavy bolter with 1 of the following:
- 1 heavy flamer - 0 pts each
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Crassus 250
pts 3 14 13 12 6
Super-heavy Vehicle (Tank,
Transport) 1 Crassus
Dominus 3 14 13 12 6 Super-heavy Vehicle (Tank)
Praetor 3 14 13 12 6 Super-heavy Vehicle (Tank)
- 1 autocannon - 5 pts each
- 1 lascannon - 10 pts each
May take items from the Astra Militarum Vehicle Equipment list.
*Gorgon Heavy Assault Transport
Wargear:
2 twin-linked heavy stubbers 1 Gorgon mortar Dozer blade Searchlight Smoke launchers
Special Rules:
Amphibious Armoured Prow: Reduce the strength of any attack made against this
vehicle's front Armour by 1.
Options:
May replace 1 Gorgon mortar with 1 of the following:
- 4 heavy bolters - 20 pts
- 4 heavy flamers - 5 pts
- 4 heavy stubbers - 0 pts
May take 1 hunter-killer missile - 14 pts
*Macharius Heavy Tank
Name Cost BS FA SA RA HP Unit Type Unit
Composition
Gorgon 435
pts 3 14 14 10 9
Super-heavy Vehicle (Open-topped,
Tank, Transport) 1 Gorgon
BS FA SA RA HP Unit Type Composition
Wargear:
1 Macharius battle cannon 1 twin-linked heavy stubber 2 heavy stubbers
Special Rules:
All Power to Weapons!: If a model with this special rule does not move, it may fire 1 Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).
Options:
May replace 1 Macharius battle cannon with 1 of the following:
- 1 Macharius vanquisher cannon - 50 pts
- 1 Omega pattern plasma blastgun - 50 pts
- 1 Vulcan mega-bolter - 80 pts
May replace 2 heavy stubbers with 1 of the following:
- 2 heavy bolters - 10 pts
- 2 heavy flamers - 10 pts
May take items from the Astra Militarum Vehicle Equipment list.
*Malcador Heavy Tank
'Wargear:
1 Leman Russ battle cannon 1 heavy bolter 2 heavy stubbers Searchlight
Options:
Macharius 325 pts 3 14 13 12 6 Super-heavy Vehicle (Tank) 1 Macharius
BS FA SA RA HP Unit Type Composition
Malcador 235 pts 3 14 13 12 6 Super-heavy Vehicle (Tank) 1 Malcador
May take a hunter-killer missile - 14 pts May replace 1 Leman Russ battle cannon and 1 heavy bolter with 1 of the
following:
- 1 Leman Russ battle cannon and 1 autocannon - 5 pts
- 1 Leman Russ battle cannon and 1 lascannon - 10 pts
- 1 twin-linked lascannon and 1 autocannon - 0 pts
- 1 twin-linked lascannon and 1 lascannon - 5 pts
- 1 twin-linked lascannon and 1 demolisher cannon - 40 pts
- 5 heavy bolters and 1 demolisher cannon - 50 pts
- 1 inferno gun - 40 pts
- 1 chem inferno gun - 50 pts
May replace 2 heavy stubbers with 1 of the following:
- 2 autocannons - 20 pts
- 2 lascannons - 30 pts
May replace 2 heavy stubbers, 1 battle cannon and 1 heavy bolter with 1 of the following:
- 1 inferno gun and 2 heavy bolter - 50 pts
- 1 inferno gun and 2 heavy flamers - 50 pts
- 1 chem inferno gun and 2 heavy bolters - 60 pts
- 1 chem inferno gun and 2 heavy flamers - 60 pts
May take one of the following:
- 1 storm bolter - 5 pts
- 1 heavy stubber - 5 pts
*Minotaur Self-proppelled Gun
Wargear:
BS FA SA RA HP Unit Type Composition
Minotaur 275 pts 3 14 12 13 6 Super-heavy Vehicle (Tank) 1 Minotaur
2 earthshaker cannons Smoke launchers Searchlight
Special Rules:
Indirect Fire: When a weapon with this special rule is fired or when a model with this special rule fires a Barrage weapon, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6".
Options:
May take items from the Astra Militarum Vehicle Equipment list.
*Valdor Tank Hunter
Wargear:
1 neutron laser projector 1 heavy stubber Smoke launchers Searchlight
Options:
May replace 1 heavy stubber with 1 of the following:
- 1 heavy bolter - 5 pts
- 1 heavy flamer - 3 pts
- 1 autocannon - 10 pts
- 1 lascannon - 15 pts
May take items from the Astra Militarum Vehicle Equipment list.
Detachments and Formations
Detachments
BS FA SA RA HP Unit Type Composition
Valdor 250 pts 3 13 12 11 6 Super-heavy Vehicle (Tank) 1 Valdor
*Imperial Guard Regiment
Restrictions:
This Detachment must include 0-1 Command, 1+ Core and 0+ Auxiliary.
Command Benefits:
Regimental Commander: If you include a Command choice in an Imperial Guard Regiment then no model with the Imperial Guard faction except a model selected as a Command choice for an Imperial Guard Regiment with the Voice of Command special rule may be your Warlord. If your Warlord has been chosen as part of a Command Choice for an Imperial Guard Regiment, your Warlord may issue up to three Orders each turn and the model's Leadership is increased to 10.
Renowned Regiment: You may select a single renowned regiment, add the renowned regiment's restrictions and command benefits to this detachment's restrictions and command benefits respectively.
Command
Regimental Command
1 Company Command Squad or Tank Commander 0-1 Lord Commissar
Colonel Commissar Ibram Gaunt
1 Colonel Commissar Ibram Gaunt
Core:
Armoured Company
Infantry Company
Veteran Company
Auxiliary:
Aerial Company
Artillery Company
Infantry Platoon
Medic Auxiliary
1 Medic Cadre
Ministorum Auxiliary
1 Ministorum Priest
Psyker Auxiliary
1 Primaris Psyker
Sentinel Company
Storm Trooper Platoon
Storm Trooper Auxiliary
1 Militarum Tempestus Squad 0-1 Storm Trooper Command Squad
Ogryn Auxiliary
1 Ogryn Squad or Bullgryn Squad
Ratling Auxiliary
1 Ratling Squad
Rough Rider Auxiliary
1 Rough Rider Squad
Wyrdvane Auxiliary
1 Wyrdvane Brotherhood
*Imperial Guard Detachment
Restrictions:
This Detachment may only include units with the Imperial Guard faction.
This Detachment must include the following:
1-2 HQ choices 2-6 of the following:
- 1 Troops choice
- 1 Infantry Platoon
0-2 Commissars 0-1 Medic Cadre 0-3 Ministorum Priests 0-3 Primaris Psykers 0-3 Enginseers 0-3 of the following:
- 1 Elites choice
- 1 Storm Trooper Platoon
0-3 Fast Attack choices 0-3 Heavy Support choices 0-1 Fortification choices 0-1 Lords of War choice
Command Benefits:
Renowned Regiment: You may select a single renowned regiment; add the renowned regiment´s restrictions and command benefits to this detachment´s restrictions and command benefits respectively.
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
*Imperial Guard Allied Detachment
Restrictions:
This Detachment cannot be your Primary Detachment.
Your Warlord can never be chosen from this Detachment.
This Detachment may only include units with the Imperial Guard faction.
All units chosen must have a different Faction to any of the units in your Primary
Detachment (or no Faction).
This Detachment must include the following:
1 HQ choice 1-2 of the following:
- 1 Troops choice
- 1 Infantry Platoon
0-1 Commissars 0-1 Medic Cadre 0-1 Ministorum Priests 0-1 Primaris Psykers 0-1 Enginseers 0-1 of the following:
- 1 Elites choice
- 1 Storm Trooper Platoon
0-1 Fast Attack choice 0-1 Heavy Support choice
Command Benefits:
Renowned Regiment: You may select a single renowned regiment, add the renowned regiment´s restrictions and command benefits to this detachment´s restrictions and command benefits respectively.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Formations
*Aerial Company
Formation:
1-3 of the following:
- 1 Valkyrie Squadron
- 1 Vendetta Squadron
Restrictions:
None.
Special Rules:
Aerial Formation: If a Reserves Roll for a unit from this Formation is successful, you can choose to automatically pass any remaining Reserves Rolls for units from this Formation this turn.
Low Altitude Drop: At the start of your Movement phase, you can declare that one or more units from this Formation will enact low altitude drops. Any unit that does so may not Jink until your next Movement phase but any unit which disembarks from a vehicle using the Grav Chute Insertion special rule do not scatter during a turn in which the vehicle is making a low altitude drop.
*Armoured Company
Formation:
0-1 Commissar Tank 1 Tank Commander
2-4 Leman Russ Squadrons 0-1 Baneblade Variant Tank 1-3 Enginseers
Restrictions:
None.
Special Rules:
Formation Leader: The Tank Commanders order (if effective) affects all Vehicle units from this Formation within 12" of the Tank Commander.
*Artillery Company
Formation:
0-1 Commissar 1 Company Command Squad 2-3 of the following:
- 1 Ordnance Tank Squadron
- 1 Ordnance Platform Squadron
1-3 Enginseers
Restritions:
The Company Command Squad must take 1 Chimera or 1 Taurox as a Dedicated
Transport.
Special Rules:
Artillery Command: The Company Commander from this Formation can issue the 'Smite at Will', 'Supressive Fire!' and 'Fire on my Target!' orders to all units of vehicles from this Formation within 12" of the Company Commander. The Leadership test is always taken at Leadership 9.
Target Sighted: Models from this Formation count as having a line of sight to any target any Enginseers from this Formation have line of sight to.
*Infantry Company
Formation:
0-1 Commissar 1 Company Command Squad 2+ Infantry Platoons
Restrictions:
None.
Special Rules:
Company Honour: Models with this special rule gain the Stubborn special rule while within 6" of a model from this Formation armed wtih a company standard.
Punishing Fusilade: Whenever the Company Commander from this Formation issues an order to a unit from this Formation they apply to all units from this Formation within 12" of the Company Commander.
*Infantry Platoon
Formation:
0-1 Commissar 1 Platoon Command Squad 2-6 Infantry Squads 0-5 Heavy Weapons Squads 0-3 Special Weapons Squads 0-3 Sabre Weapon Teams Squads 0-1 Conscript Squad 0-1 Scout Sentinel Squadron or Armoured Sentinel Squadron
Restritions:
None.
Special Rules:
Combined Squad: Any number of Infantry Squads in this Formation may be organised into a single combined unit during deployment, the unit is treated as a single unit for the whole game.
Troops: All models with this special rule change their battlefield role to Troops.
Platoon Honour: Models with this special rule gain the Stubborn special rule while within 6" of a model from this Formation armed wtih a platoon standard.
Sentinel Company
Formation:
2-6 units from the following list in any combination:
- Armoured Sentinel Squadron
- Drop Sentinel Squadron
- Scout Sentinel Squadron
Restrictions:
Each unit must consist of 3 models.
Special Rules:
Outflank Company Command: One model in this Formation must be upgraded to
have the Character type at no additional cost. The Character may issue the 'Take Aim', 'Forwards for the Emperor' or 'Move! Move! Move!' order to all units from this Formation within 12" of the character. The Leadership test is taken at Leadership 9.
Dedicated Hunters: At the start of your first turn, pick a unit in the enemy army. All models in this Formation have the Preferred Enemy (picked unit) special rule.</div>
*Storm Trooper Platoon
Formation:
1 Storm Trooper Command Squad 2-3 Storm Trooper Squads
Restritions:
None.
Special Rules:
Objective Secured: Infantry models from an Assault Company have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
*Veteran Company
Formation:
0-1 Commissar 1 Company Command Squad 2-4 Veteran Squads 0-1 Hellhound Squadron
Restritions:
None.
Special Rules:
Objective Secured: Infantry models from an Assault Company have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy unit is within range of the Objective Marker, unless the enemy unit also has this special rule.
Renowned Regiments
Armageddon Steel Legion
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Man and Steel: Any unit which has disembarked from a transport this turn may re-roll to hit rolls of 1 in the Shooting Phase.
Ork-Fighters: During the sub-fight phase, any model with this special rule gains the Preferred Enemy (Orkz)special rule.
Hive Soldiers: Any non-vehicle unit with this special rule has the Move Through Cover (Ruins) special rule.
Cadian Shock Troopers
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Battle Group Vox-net: When a model from this Detachment issues an order to a unit from this Detachment, roll an additional dice for the Leadership test and discard the highest roll.
Sharpshooters: Models from this Detachment can re-roll To Hit rolls of 1 when firing lasguns or hot-shot lasguns.
All Infantry models in this Detachment must replace their lasgun with a kantrael pattern lasguns.
Catachan Jungle Fighters
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads, Rough Rider Squads or tanks.
This Detachment must include the following:
1-2 HQ choices, 2-6 Troops choices, 0-3 Elites choices, 0-3 Fast Attack choices, 0-3 Heavy Support choices, 0-1 Fortification choice and 0-1 Lord of War choice.
Command Benefits:
Brutal Close Combatants: Models from this Detachment may re-roll To Wound rolls of 1 in close combat.
Guerilla Fighters: All models with Sv 5+ replace it with Sv 6+ and camo gear. Models from this Detachment have the Stealth (Forests and Jungles) and Move Through Cover special rules.
Mk 4 Lascarbine: All models with lasguns in this detachment replace them with mk 4 lascarbines.
Death Korps of Krieg
Restrictions:
This Detachment may not include Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Cult of Sacrifice: Models in this Detachment regroup automatically and are not forced to take Morale checks for suffering casualties during the Shooting phase.
Death Korps: All Infantry models in this Detachment add +1 to their WS characteristic.
Acid Gas Bombs: All infantry models are armed with acid gas bombs. Lucius Pattern Lasguns: All Infantry models replace 1 lasgun with 1 lucius
pattern lasgun.
Ellysian Drop Troops
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Drop Troops: All Veteran Squads in this Detachment gain the Deep Strike special rule.
Drop Regiment: You may start rolling for whether or not units in this Detachment arrive from Deep Strike reserve starting turn 1.
Sharpshooters: Models from this Detachment can re-roll To Hit rolls of 1 when firing lasguns or hot-shot lasguns.
All Infantry models in this Detachment must replace their lasgun with a mk4 lascarbine.
Tallarn Dessert Raiders
Restrictions:
This Detachment may not include Death Rider Command Squads or Death Rider
Squads.
Command Benefits:
Swift and Deadly: All units with this special rule gain Fleet and the Hit and Run special rules. Leman Russ Squadrons with this special rule may also Flat out during the Shooting Phase despite having the Heavy type.
The Desert's Shadow: Veteran Squads, Mukaali Rider Squads and Rough Rider Squads in this Detachment have theInfiltrate special rule.
Mordian Iron Guard
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Obedient To the Letter: All models with this special rule treat their Leadership as 10 when receiving orders.
Iron Discipline: Any unit with this special rule may choose to regroup automatically provided it is within 6" of a friendly model with the Voice of Command Special rule. While within 12" of a model with the Voice of Commandspecial rule a model with this special rule may re-roll failed Morale checks during the enemy shooting phase.
All Infantry models in this Detachment must replace their lasgun with a triplex pattern lasguns:
Old School: Note that this weapon fires a higher number of shots when the
firing model has moved than when it has remained stationary.
Valhallan Ice Warriors
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Range S AP Type
30" 4 - Salvo 1/0, Old School
24" 3 - Salvo 2/1, Old School
18" 2 - Salvo 4/2, Old School
Tenacious: All non-Tank models in this Detachment gain the Stubborn and Move Through Cover special rules. The dozer blade upgrade costs 0 points for any unit in this Detachment.
Vostroyan Firstborn
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Bound by Blood: Infantry Squads from this Detachment within 18" of a Veteran Squad from this Detachment may re-roll failed Leadership tests as well as rolls of 1 to hit during both the Shooting and Close Combat Phase.
The Firstborn: Any non-vehicle model with this special rule may take a 6+ Armour save against hits with AP5.
Tanith First and Only
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Gaunt´s Ghosts: Infantry models from this Detachment have the Infiltrate special rule. All Infantry models in this Detachment are armed with camo gear.
All Infantry models in this Detachment must replace their lasgun with a kantrael pattern lasguns.
Praetorian Guard
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Fierce Gangers: Models from this Detachment have the Furious Charge and Counter Attack special rules.
In Line: While all models in a unit from this Detachment are connected through one or more models in base contact with each other, all models in that unit may re-roll all failed leadership tests as well as To-Hit rolls of 1 in the shooting phase.
Harakoni Warhawks
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
Airborn Warriors: All Infantry models in this Detachment gain the Fearless special rule during a turn in which they arrive from Deep Strike reserve or disembark from a Flyer.
Drop Regiment: You may start rolling for whether or not units in this Detachment arrive from Deep Strike reserve starting turn 1.
Low Grav Born: All Infantry models in this Detachment do not Scatter when arriving from Deep Strike reserve and when using a Flyer´s Grav Chute special rule.
Savlar Chem-Dogs
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
In it for the Loot: Units with this special rule cannot contest objectives. They may capture objectives but only if no enemy units are within 3" of the objective. Each time an enemy unit is destroyed while one or more Infantry models from this Detachment is within 6" of the last destroyed model you gain 1 Victory Point.
Scavengers: During deployment any model in this Detachment may replace 1 flamer with a ranged weapon with the Assault type an enemy Infantry or Jump Infantry model is armed with. Any Heavy Weapons Team model may replace 1 heavy bolter with 1 ranged weapon with the heavy type an
enemy Bike, Jetbike, Infantry or Jump Infantry model is armed with. Note that this Command Benefit may not be used to take Tyranid weapons.
Nitro Chem-Inhalers: Veteran Squads in this Detachment have the Fearless special rule.
Mordant Acid-Dogs
Restrictions:
This Detachment may not include Death Rider Command Squads, Death Rider
Squads, Mukaali Rider Squads or Rough Rider Squads.
Command Benefits:
All Infantry models in this Detachment must replace 1 lasgun with 1 kantrael pattern lasgun.
Campaign Trophies: At the start of the game, roll a D6 for each Veteran Squad in your army and consult the following table:
Roll Bonus
1 Blades and Knives: All models in the Veteran Squad may be armed with two close combat
weapons at no additional cost.
2
Demolition Supply: All models in the Veteran Squad may be armed with krak grenades at no
additional cost, the Veteran Sergeant may also be armed with melta bombs at no additional
cost.
3 Triplex Pattern Lasguns: All models in the Veteran Squad may replace their lasgun with a
triplex pattern lasgun.
4
Vox Caster: One model in the Veteran Squad may be equipped with a vox-caster at no
additional cost. Re-roll this result if if a model in the unit is already equipped with a vox-
caster.
5 Makeshift-Armour: All models in the Veteran Squad may increase their Sv to 4+.
6
Dark Artefact: The Veteran Sergeant may be armed with a power sword, if the Veteran
Sergeant does, add +1 to the Veteran Sergeant´s Attack characteristic. Each failed To Hit roll
made by the Veteran Sergeant inflicts a single S 3 AP 3 hit on the nearest friendly model to
the Veteran Sergeant, if no other models remain in the Veteran Sergeant´s unit, the Veteran
Sergeant instead suffers an AP 3 wound.
Departmento Munitorum 'Gifts': You may include an ammunition dump in your army for each Infantry Squad in this Detachment at no additional cost. All ammunition dumps must be placed at the same time and following the same rules as all other fortifications. Models within 2" of an ammunition dump re-roll failed To Hit rolls of 1 in the Shooting phase. A model in cover behind an ammunition dump has a 5+ cover save. The ammunition dump models can be no larger than 65 mm from any one edge to any other edge.
Night Vision
Special Rules
*All-terrain APC
A vehicle with this special rule re-rolls failed Dangerous Terrain tests.
*Amphibious
A model with this special rule treat all water features as open terrain for movement
purposes.
*Aura of Discipline
All friendly units within 6" may use this model's Leadership for all Morale, Fear,
Pinning and Leadership tests.
It Is For Your Own Good
If a Psyker suffers a Perils of the Warp while in a unit including a model with this
special rule, no roll is made on the Perils of the Warp table, instead the Psyker is
removed as a casualty.
*Senior Officer
This model may issue up to two orders each turn.
*Summary Execution
If a unit including a model with this special rule fails a Fear, Morale or Pinning
test, you may roll a D6 and count as having passed the test, on a 3+ you choose and
remove a model from the unit, on a 1-2 your opponent chooses. A model with this
special rule cannot be chosen.
*Voice of Command
A model with this special rule is an officer.
A model with this special can issue one order each turn. Orders are issued and their
effects resolved at the start of your Shooting Phase. If you have more than one
officer, or if you have an officer that has a special rule allowing it to issue more
than one order a turn, issue and resolve each order one at a time.
An officer can attempt to issue an order provided he is not locked in combat,
falling back or has gone to ground. Issuing an order does not prevent the officer's
unit from acting (shooting, Running etc.) later in that phase.
To issue an order declare the order your officer is attempting to issue and select a
single friendly non-vehicle Imperial Guards unit within 12" of the officer - This
can be the officer's own unit. The ordered unit must then take a Leadership test. If
the test is passed the order takes effect.
If the test is failed the order does not take effect.
Unless an order causes the ordered unit to make a shooting attack or Run, receiving
it does not prevent the ordered unit from acting later that phase, whether the order
was successful or not.
Orders cannot be issued to units that previously received an order that phase
(regardless of whether the order took effect). Unless otherwise stated, orders
cannot be issued to units that are locked in combat, are falling back, or have gone
to ground.
If a double 1 is rolled for an ordered unit's leadership test, all further orders issued
automatically take effect.
If a double 6 is rolled, the order does not take effect, and no further orders may be
issued that turn by any officer.
*Imperial Guard Orders
*First Rank, Fire! Second Rank, Fire!:
The ordered unit must make a shooting attack. When resolving this shooting
attack, all models firing any lasgun weapons fire one additional shot.
*Forwards! For the Emperor!:
The ordered unit may run and shoot in the shooting phase in any order.
*Move! Move! Move!:
The ordered unit must Run, rolling three dice and using the highest result for their
run move.
*Suppressive Fire!:
All models in the ordered unit gains Pinning on their shooting weapons until the
end of the turn.
*Bring it down!:
This order may only be issued by a model with the Senior Officer special rule. The
ordered unit must make a shooting attack. When resolving this shooting attack, all
models in the ordered unit have the Tank Hunters and Monster Hunter special
rules.
*Fire on my Target!:
This order may only be issued by a model with the Senior Officer special rule. The
ordered unit gains the Ignores Cover rule on their weapons until the end of the
turn.
*Get Back in the Fight!:
This order may only be issued by a model with the Senior Officer special rule.
Target unit automatically regroups or immediately ignores the effects of Go to
Ground. This order can only target units falling back or units which have Gone to
Ground. The squad may shoot as normal this turn.
*Imperial Guard Armoury
Melee Weapons
*Close Combat Weapon
*Force Weapons
Range S AP Type
- User - Melee
Name Range S AP Type
*Power Weapons
*Powerlifter
Lift Things Up and Put Them Down: Hammer of Wrath attacks made by a
model armed with a weapon with this special rule are conducted at S 7.
*Servo-arm
*Force axe - +1 2 Melee, Force, Unwieldy
*Force lance - +2 4 Melee, Force
*Force stave - +2 4 Melee, Force
*Power sword - User 3 Melee
Name Range S AP Type
*Power axe - +1 2 Melee, Unwieldy
*Power fist - x2 2 Melee, Specialist Weapon, Unwieldy
*Power lance - +2 4 Melee
*Power maul - +2 4 Melee
*Power sword - User 3 Melee
Range S AP Type
- 9 4 Melee, Lift Things Up and Put Them Down
Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy
Ranged Weapons
*Acid Gas Bombs
Shooting
Acid gas bombs may be fired as a shooting attack using the following profile, only
one model per phase in each unit may make use of the ranged profile:
*Artillery Bombardment
Long Range Bombardment: A weapon with this special rule scatters 3D6".
If a Hit is rolled the shot still scatters, but only 2D6".
*Auto Weapons
Baneblade Variant Weapons
Range S AP Type
8" 1 - Assault 1, Blast, Poisoned (4+), Ignores Cover
Range S AP Type
∞ 9 3 Ordnance 1, Barrage, Large Blast, Long Range Bombardment
Range S AP Type
*Autocannon 48" 7 4 Heavy 2
*Heavy stubber 36" 4 6 Heavy 3
*hydra autocannon 36" 7 4 Heavy 2, Skyfire
*Quad heavy stubber 36" 4 6 Heavy 6, Twin-linked
Range S AP Type
Bolt Weapons
Monstrous Strength (2/3): When fired by a model with a Strength
characteristic of 4 or higher treat this weapon as salvo 2/3.
Heavy Recoil: When fired by a model with the Relentless or Slow and
Purposeful special rule treat this weapon as Assault 4.
Chem Weapons
*Baneblade cannon 72" 9 2 Primary Weapon 1, Apocalyptic Blast
*Hellhammer cannon 36" 10 1 Primary Weapon 1, Ignores Cover, Massive Blast
*Quake cannon 24"-
180" 9 3 Primary Weapon 1, Apocalyptic Blast
*Stormsword siege
cannon 36" 10 1 Primary Weapon 1, Apocalyptic Blast, Ignores Cover
*Tremor cannon 60" 8 3 Primary Weapon 1, Concussive, Massive Blast,
Strikedown, Pinning
*Volcano cannon 120" D 2 Primary Weapon 1, Large Blast
Range S AP Type
*Bolt pistol 12" 4 5 Pistol
*Boltgun 24" 4 5 Rapid Fire
*Heavy Bolter 36" 5 4 Heavy 3, Monstrous Strength (2/3)
*Storm bolter 18" 4 5 Assault 2, Heavy Recoil
*Vulcan mega-bolter 60" 6 3 Heavy 15
Name Range S AP Type
*Cyclops Demolition Charge
Self-destruct: To fire a Cyclops demolition charge centre the large blast on
the Cyclops hull, then remove the Cyclops and finally resolve any damage
caused by the Cyclops demolition charge.
*Deathstrike Missile
No Ordinary Weapon: A weapon with this special rule cannot be destroyed
by a Weapon Destroyed result. A Crew Stunned or Crew Shaken result has
no effect on the deathstrike missile.
The Hour is Nigh: This weapon may not be fired on the first game turn or in
any turn in which the Deathstrike Missile Launcher has moved. To fire the
deathstrike missile roll a D6 on a 4+ the missile is fired as normal, on a 3 or
less the missile is not fired this turn. Add +1 to this roll for each full
consecutive turn the Deathstrike Missile Launcher has remained stationary,
not counting the current turn, and subtract -1 for each Weapon Destroyed
result applied to this weapon.
*Demolisher Cannon
*Chem cannon Template 1 3 Heavy 1, Poisoned (2+)
*Chem inferno gun Hellstorm 1 2 Heavy 1, Poisoned (2+)
Range S AP Type
- 8 2 Heavy 1, Self-destruct
Range S AP Type
24-
unlimited D 1
Ordnance 1, Apocalyptic (10”) Blast, Barrage, Ignores Cover, One Use Only,
No Ordinary Weapon, The Hour is Nigh
Range S AP Type
*Earthshaker Cannon
*Flamer Weapons
Grenade Launcher Weapons
24" 10 2 Ordnance 1, Large Blast
Range S AP Type
36"-240" 9 3 Ordnance 1, Barrage, Large Blast
Range S AP Type
*Flamer Template 4 5 Assault 1
*Heavy Flamer Template 5 4 Assault
*Inferno cannon Template 6 4 Heavy 1, Torrent
*Inferno gun Hellstorm Template 7 3 Heavy 1
Name Range S AP Type
*Grenade launcher
36" 6 4 Heavy 1
36" 3 6 Heavy 1, Blast
*Tauros grenade launcher
36" 6 4 Heavy 2
36" 3 6 Heavy 2, Blast
Laser Weapons
Explosive Demise: When a non-vehicle model armed with a weapon with
this special rule is destroyed roll a D6. If the result is 2+ then remove the
model as normal. If the result is a 1 then place a Large Blast marker
centered on the model. All units (friend and foe) suffer a number of S 3 AP -
hits equal to the number of models from their unit beneath the template
(excluding the model which caused the explosion). The explosion is
resolved as a shooting attack.
Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon
with this special rule automatically suffers the Crew Stunned result on the
vehicle damage table in addition to any other damage (this cause it to lose
an additional Hull Point). This special rule has no effect on super-heavy
vehicles.
Dangerous Reactor Core: When rolling on the vehicle damage table against
a vehicle armed with a weapon with this special rule your opponent may
re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In
addition should a vehicle armed with a weapon with this special rule suffer
an Explodes! result, add +D3" to the explosion radius.
Range S AP Type
*Hot-shot volley
gun 24" 3 3 Salvo 2/4
*Lasgun array 24" 3 - Assault 6, Manually Fired
*Lascannon 48" 9 2 Heavy 1
*Multi-laser 36" 6 6 Heavy 3
*Destroyer laser
cannon 72" 10 1 Primary Weapon 1
*Laser destroyer 36" 9 1 Ordnance 1, Twin-linked, Explosive Demise
*Neutron laser
projector 72" D 1
Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse,
Dangerous Reactor Core
Power overwhelming: If weapon with this special rule fails it's Gets hot roll
it immediately suffers an explosion result
Manually Fired: A vehicle may fire only fire 1 weapon with this special rule
if it has 3+ models embarked which are not firing their own weapons from
its firing points. A vehicle may only 2 weapons with this special rule if it has
6+ models embarked which are not firing their own weapons from its firing
points.
*Lasgun Weapons
Old School: Note that this weapon fires a higher number of shots when the
firing model has moved than when it has remained stationary.
*Leman Russ Main Weapons
Range S AP Type
*Lasgun 24" 3 - Salvo 2/1, Old School
*Hot-shot lasgun 18" 3 3 Rapid Fire
*Kantrael pattern lasgun 24" 3 - Heavy 2
*Mk 4 lascarbine 18" 3 - Assault 2
*Lucius pattern Lasgun 24" 3 - Heavy 1, Shred
*Triplex pattern lasgun
30" 4 - Salvo 1/0, Old School
24" 3 - Salvo 2/1, Old School
12" 2 - Salvo 4/2, Old School
Range S AP Type
*Eradicator nova cannon 36" 6 4 Heavy 1, Large Blast, Ignores Cover
*Macharius Weapons
*Medusae Weapons
*Melta Weapons
*Exterminator Autocannon 48" 7 4 Heavy 4, Twin-linked
*Vanquisher cannon 72" D 2 Heavy 1
*Leman Russ battle cannon 72" 8 3 Primary Weapon 1, Large Blast
*Conqueror battle cannon 72" 8 3 Primary Weapon 1, Large Blast
*Punisher gatling cannon 24" 5 - Heavy 20
*Leman Russ demolisher cannon 24" 10 2 Primary Weapon 1, Large Blast
*Executioner plasma cannon 36" 7 2 Heavy 3, Blast, Gets Hot, Fleshbane
Range S AP Type
*Macharius battle cannon 72" 8 3 Primary Weapon 1, Massive Blast
*Macharius vanquisher cannon
72" 8 3 Primary Weapon 1, Massive Blast
72" D 1 Heavy 1, Twin-linked
Name Range S AP Type
*Medusae Siege Cannon 36" 10 2 Ordnance 1, Large Blast
*Medusae Bastion Breacher 48" 10 1 Ordnance 1, Armourbane, Blast
Range S AP Type
*Missile Weapons
*Mortar Weapons
*Meltagun 12 8 1 Rapid Fire
*Multi-melta 24 8 1 Heavy 1, Melta
*Melta cannon 24" 8 1 Heavy 1, Blast, Melta
Name Range S AP Type
*Hellfury missile 72" 4 5 Heavy 1, Large Blast, Ignores Cover, One Use Only
*Hellstrike missile 72" 8 2 Primary Weapon 1, One Use Only
*Hunter-killer missile ∞ 8 2 Heavy 1, Twin-linked, One Use Only
*Missile launcher
- Krak Missile 48" 8 2 Heavy 1
- Frag Missile 48" 4 4 Heavy 1, Blast
- Flakk Missile 48" 8 2 Heavy 1, Skyfire
Range S AP Type
*Bombard heavy siege
mortar
36"-
240" 8 3 Ordnance 1, Massive Blast, Slow Rate of Fire
*Colossus siege mortar 24"-
240" 6 3
Ordnance 1, Barrage, Large Blast, Indirect Fire,
Ignores Cover
*Gorgon mortar 48" 4 6 Heavy 4, Barrage, Blast, One Use Only
*Griffon heavy mortar 12"-48" 6 4 Ordnance 1, Barrage, Large Blast, Twin-linked,
Indirect Fire
Slow Rate of Fire: A weapon with this special rule may only be fired if it not
fired last turn and if the vehicle firing it did not move this turn or the last.
Indirect Fire: When a weapon with this special rule is fired or when a
model with this special rule fires a Barrage weapon, the Ballistic Skill of the
firer is not subtracted from the scatter distance; unless a Hit! is rolled on
the scatter dice, the blast marker always scatters a full 2D6".
*Plasma Weapons
*Heavy mortar 12"-48" 6 4 Ordnance 1, Barrage, Large Blast
*Heavy siege mortar 12"-48" 6 4 Heavy 1, Armourbane, Barrage, Blast
*Mortar 48" 4 6 Heavy 1, Barrage, Blast, Ignores Cover, Shred
*Stormshard mortar 48" 4 6 Heavy 2, Barrage, Blast, Ignores Cover, Shred
Range S AP Type
*Plasma pistol 12" 7 2 Assault 1, Pistol, Gets Hot
*Plasma gun 24" 7 2 Rapid-Fire, Gets Hot
*Plasma cannon 36" 7 2 Heavy 2, Gets Hot, Blast, Monstrous Strength
(1/2)
*Omega pattern plasma
blastgun
60" 7 2 Ordnance 3, Large Blast
72" 9 2 Ordnance 1, Massive Blast, Gets Hot
*Omega pattern plasma
blastgun
72" 8 2 Ordnance 2, Massive Blast
92" 10 2 Ordnance 1, Apocalyptic Blast, Gets Hot
Monstrous Strength (1/2): When fired by a model with a Strength
characteristic of 4 or higher treat this weapon as salvo 1/2.
*Praetor Launcher
*Quad Launcher
Shell Shock: Pinning tests taken in the same turn as a unit suffers one or
more unsaved wounds from a weapon with this special rule are taken at -1
Leadership.
*Rocket Weapons
Range S AP Type
12"-120" 8 3 Ordnance 2, Barrage, Large Blast, Twin-linked
12"-120" 6 4 Ordnance 2, Barrage, Massive Blast, Twin-linked, Ignores Cover
72" 8 3 Ordnance 2, Barrage, Skyfire, Interceptor, Twin-linked
Range S AP Type
12"-60" 5 5 Heavy 4, Barrage, Blast, Pinning, Shell Shock
Name Range S AP Type
*Storm eagle rocket 24"-
120" 10 4
Ordnance D3, Barrage, Limited Ammunition, Large
Blast, One Use Only
*Lightning raptor
rocket
24"-
120" 9 2 Ordnance 1, Limited Ammunition, One Use Only, Skyfire
*Multiple rocket
pod 24" 4 6 Heavy 1, Large Blast
Limited Ammunition: A model may only fire 1 of these weapons each turn.
*Shotgun
*Taurox Weapons
*Triple Bombard
Special Issue Wargear
*Auspex
Enemy models may not infiltrate or use their Scout move to move within 24" of a
model armed with an auspex.
*Auspex Surveyor
Instead of firing any weapons or moving flat out a model armed with an auspex
surveyor may use it to reduce the cover save of one enemy unit within 18" by 1.
*Bionics
Range S AP Type
12" 3 6 Assault 2
Name Range S AP Type
*Taurox battle cannon 48" 7 4 Heavy 1, Blast
*Taurox gatling cannon 24" 4 - Heavy 10
Range S AP Type
- 8 2 Heavy 1, Self-destruct
A model armed with Bionics has the Feel No Pain (6+) special rule.
*Brute Shield
A model armed with a brute shield has a 5+ invulnerable save and can re-roll failed
To Wound rolls when making Hammer of Wrath attacks.
*Camo Gear
A model armed with camo gear adds +1 to its cover save.
*Cog of Het
A model armed with a Cog of Het gains the Stubborn special rule while within 6"
of a friendly Vehicle.
*Company Standard
A model armed with a Company Standard has the Fearless special rule.
*Drusian Laurels
A model armed with Drusian Laurels has a 6+ invulnerable save.
*Duelist Honours
A model armed with Duelist Honours adds +2 to its Weapon Skill characteristic.
*Frag Grenades
Shooting
Frag grenades may be fired as a shooting attack using the following profile, only
one model per phase in each unit may make use of the ranged profile:
Assault
Models equipped with assault grenades don’t suffer the penalty to their Initiative
for charging enemies through difficult terrain, but fight at their normal Initiative in
the ensuing combat.
Range S AP Type
8" 3 - Assault 1, Blast
*Medi-pack
All models in a unit including a model armed with a medi-pack gain the Feel No
Pain special rule.
*Melta Bombs
Assault
When fighting one or more units including a Vehicle and/or a Monstrous Creature
any number of models armed with krak grenades may make a single attack against
one of those units with the profile below instead of attacking normally:
*Krak Grenades
Shooting
Krak grenades may be fired as a shooting attack using the following profile, only
one model per phase in each unit may make use of the ranged profile.
Assault
When fighting one or more units including a Vehicle and/or a Monstrous Creature
any number of models armed with krak grenades may make a single attack against
one of those units with the profile below instead of attacking normally:
*Platoon Standard
Range S AP Type
- 8 1 Melee, Armourbane, Unwieldy
Range S AP Type
8" 6 4 Assault 1
Range S AP Type
- 6 4 Melee
A model armed with a platoon standard has the Fearless special rule.
*Sabre Searchlight
Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a
searchlight, it can, after the rest of its unit has fired their weapons, choose to
illuminate its unit's target with the sabre searchlight. If it does so, it also
illuminates its own unit. You may find it helpful to place coins, or other suitable
counters, next to the units as reminders, and next to a vehicle to show it has used
its searchlights this turn.
Illumination lasts until the end of the following turn. Illuminated units gain no
benefit from the Night Fighting rule.
*Illumn Mortar
During your shooting phase you may use the illumn mortar, if you do all models
gain the Night Vision special rule until the start of your next shooting phase.
*Order of St. Kark
A model armed with an Order of St. Kark may choose to execute two models from
the model's own unit to have all models in the model's unit gain the Counter-attack
special rule until the end of the turn. This action must be performed before
Overwatch but after the Charge has been declared.
*Refractor Field
A model armed with a refractor field has a 5+ invulnerable save.
*Rosarius
A model armed with a rosarius has a 4+ invulnerable save.
*Slabshield
While a model armed with a slabshield is in base contact with another model
armed with a slabshield it gains Sv 3+.
Models (friend or foe) which are obscured by a model armed with a slabshield
receive a 4+ cover save instead of a 5+ cover save for intervening models.
*Vox-caster
An officer in a unit including a model armed with a vox-caster can issue orders to
friendly units twice as far away as normal provided a model in the ordered unit is
also armed with a vox-caster.
*Winged Skull
A squad receiving an order from a model armed with a winged skull may re-roll
the Leadership test to see whether or not the order takes effect
*Relics of Conquest
*Fist of Brockus
Defiance Eternal: The range of the Lord Commissar's Aura of Discipline is
increased to 12".
*The Black Plate
A model armed with The Black Plate has a 4+ Sv. While fighting in close combat a
model armed with The Black Plate has a 3+ Sv.
*The Macharian Cross
At the start of the battle, after deployment but before the roll to seize the initiative,
you may move up to 3 units 6". A unit utilizing this rule may not charge in the first
game turn, nor may units utilizing the infiltrate special rule or Scout special rule
make use of a Macharian Cross.
*Imperial Guard Vehicle Equipment
*Ace Crew
A vehicle equipped with an ace crew adds +1 to its Ballistic Skill.
*Armoured Track Guards
When a vehicle armed with armoured track guards would be Immobilised roll a
D6. On a roll of 4+ the immobilization result is ignored (but a Hull Point is
removed as normal).
S AP Type
x2 2 Melee, Unwieldy, Defiance Eternal
*Augur Array
Friendly units deep striking within 6" of a model armed with an augur array do not
scatter.
*Enclosed Crew Compartment
A vehicle armed with an enclosed crew compartment is not open-topped.
*Fire Barrels
The first enemy unit to charge this vehicle suffers D6 Strength 4 AP 5 hits resolved
as Overwatch.
*Recovery Gear
Roll a D6 at the end of each of your movement phases in which a vehicle with
recovery gear is Immobilised; on the froll of a 4+, the vehicle is no longer
Immobilised.
*Relic Plating
Models armed with relic plating, generates D3 Warp Charges in your opponents
psychic phase.
*Targeting Array
A vehicle armed with 1 targeting array adds +1 to its Ballistic Skill.