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Codex Imperial guard Warhammer 40,000 Fanmade codex

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Codex

Imperial guard

Warhammer 40,000

Fanmade codex

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.