Post on 07-Apr-2018
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Imperial Guard Codex Modifications
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owners.
Special Rules
The models in an Imperial Guard army use a number of special rules. Where those rules are uniqueto a particular troop type, they are detailed in that unit's bestiary entry. Any special rules that are not
explained in the unit's bestiary entry can be found in the Warhammer 40,000 rulebook and Codex
Imperial Guard.
Unique Equipment
The army list shows all the standard and option wargear available to a particular model. You will
find some items of equipment are unique to particular characters or units, while others are used by
more than one unit. When an item is unique, it is detailed in the entry for its owning unit; otherwise
it is detailed in the wargear section.
Heavy Weapon Teams
Imperial Guard Heavy Weapon Teams are crewed by a team of two men/women. Normally
one crewman carries and fires the weapon while the other carries the ammunition.
The ammunition carrier may shoot any weapon he/she is armed with in the same shooting
phase that the heavy weapon is fired. In the case that the gunner is killed the ammunition
carrier will take his/her place.
Vehicle Squadrons
The Imperial Guard can field a number of vehicles in squadrons. These include, amongst other
things, Leman Russ Battle Tanks. Such units follow all the rules for the vehicle squadrons as
detailed in the Warhammer 40,000 rulebook.
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Rigid Command Structure
The Imperial Guard is the primary fighting force of the Imperium, so numerous in size that even the
Departmento Munitorum cannot place a figure on the number of Guardsmen under arms at any one
time; the daily lists of new recruits and toll of casualties can run into the millions in a single day. It
would be infeasible trying to put any exact number on the strength of the Guard; however, it is
believed that there must be many billions of Imperial Guardsmen, divided into millions ofregiments. This absolute numeracy provides the Guard with its main power; their ability to deploy
in numbers that, eventually, result in victory. Attacking in seemingly endless influxes across battle-
zones, charging forth under the cover of massive barrages and delivering massed lasgun volleys, in
the Guard the individual Human soldier may appear a lost thing, almost forgotten. Yet the actions of
these anonymous soldiers daily decide the fate of worlds.
The Imperial Guard have the ability to alter the Force Organisation Chart swapping out certain
choices to gain others.
EG. They may have 3 HQ, 0 Elites, 6 Troops, 2 Fast Attack and 6 Heavy Support Slots or any mix
in between.
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Orders
The ranks of the Imperial Guard are not trained to think independently or to use their initiative,
relying instead on their officers for guidance and direction. To this end, Imperial Guardsmen are
conditioned to obey orders without question or hesitation. Only by concentrating on their orders to
the exclusion of all else can a common trooper override thoughts of self-preservation and face thehorrors of the galaxy. A rigid chain of command exists from the commander of a battle group down
to the lowliest trooper.
A number of models in the codex Imperial Guard army have the ability to issue one or more orders
each turn. These models are known as officers. Each officer's entry will clearly state the number and
type of orders he can attempt to issue, as well as his command radius the maximum range of his
orders.
Orders must be issued at the start of the Shooting phase and in a strict order, representing the
Imperial Guard's chain of command. Officers in Company Command Squads must issue their orders
first. Once all Company Command Officers have issued their orders, officers in Platoon Commandsquads can attempt to issue their own orders.
An officer may attempt to issue orders provided that he is not locked in an assualt, embarked in a
transport vehicle (He may however issue orders to himself we inside a vehicle), falling back or gone
to ground. Orders must be issued before the officer and his Command Squad shoot or run. Issuing
orders (whether the order was successful or not) does not prevent an officer and his Command
Squad from shooting or running.
To issue an order the officer must declare which order he is attempting to use and select a single
friendly non-vehicle unit within his command radius to carry out the order. This can be the officer's
own squad. The chosen unit must then take a Leadership test to see if the order has been understood
and acted upon. Orders cannot be issued to squads that are embarked in a transport vehicle, or units
that have already run, made a shooting attack. Unless otherwise stated, orders cannot be issued to
units that are falling back or have gone to ground.
After the successful completion of an order a squad may then receive an additional order (if the
second test is passed). This however cannot be the same order or another that permits a second
round of shooting, moving or assault. This second order is merely used as support being it allows
you to go to ground, move move move or affix bayonets.
A company commander may select 4 of the following orders and has the ability to issue 2 orders aturn. A platoon commander may select 2 of the following orders and has the ability to issue 1 order
a turn. For the rest of the rule for orders, See codex Imperial Guard.
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Affix Bayonets! As soon as they have fired, they must come to a recover; and then the
commanding officer will give the word, Affix Bayonets! Now March!upon which the
whole battalion advances briskly with a full step, the drummers beating the Grenadiers
March. When they have marched about 20 paces from the enemy, or as far as the
commanding officer shall think proper, he will give the word, Charge!
Upon which the officers and men in the front rank charge their bayonets, and continueadvancing briskly; taking great care not to run, nor break, either by closing too much, or
opening the files; but preserving their front even, and in exact order. The rear ranks must
continue recovered, taking particular care to keep up close. Upon which the drummers cease
beating, and they enter the fiery hell of close-combat
This order provides Furious Charge and Counter-Attack until the beginning of the Imperial
Guard owner's next turn.
Bring it Down! See Codex Imperial Guard
Fire on my Target! See Codex Imperial Guard
Fire and Advance/Retreat! A tactic which allows a unit to move forward or backward in
sections, while enjoying the benefit of covering fire by its own men. Infantry units do not
move as a solid mass, but divide into smaller groups each of which advances/retreats a short
distance in turn. While a group is stationary, it loads and fires there lasguns at the enemy,
harassing them and covering the advance/retreat of their moving fellows. Overall a unit
advances/retreats more slowly because of its repeated stops allowing its companies to fire,
though the constant, though limited, fire maintained against the enemy is compensation
enough.
If the order is successfully issued, the ordered unit immediately makes a Shooting attack.
When this has been resolved, the unit immediately moves D6 in a direction of your choice.
First Rank Fire, Second Rank Fire! See Codex Imperial Guard
Get Back in the Fight! See Codex Imperial Guard
Incoming! See Codex Imperial Guard
Move! Move! Move! See Codex Imperial Guard
Platoon Fire! Platoon Fire is away of dividing a unit into smaller groups that each fire,
reload and fire again in turn. The result is a rippling fire down a line formation and as the
last platoon fires its weapons, the first is ready to fire again. A unit can always give some
fire to the enemy at all times, even if this is less than a complete volley. When more then one
unit is involved all the troops in every first platoon fire, followed by the second and so on.
Creating several rippling barrages down the line.
If the order is successfully issued, the ordered unit may now ignore intervening models and
squads of the same platoon when firing and for the purpose of working out the enemies
cover save.
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Doctrines
Although there is a great deal of standardisation within the Imperial Guard there are many
regiments traditions and skills peculiar to their homeworld that make many regiments slightly
different. It is this universal diversity that produces the myriad of different colours and flavours ofImperial Guard troopers and regiments, and allow players to use the army list to produce their own
specialised regiments we have introduced a system called 'Doctrines'.
Doctrines are variations in training and organisation that have an effect on the way a regiment
fights. They are only relevant if you want your army to represent a particular regiment with minimal
external support.
You are allowed 1 doctrine point per every 1000 point interval and 1 point per company command
squad. You do not have to spend all of your doctrine points but there is no benefit in using less.
E.G. A 1000 point army with 1 Company Command Squad is worth 2 Doctrine points.
Guard Infantry: In several of the following Doctrine descriptions, the term Guard Infantry unit is
used. In this context, the definition includes any command squad along with its Officer and any
attached advisors, Heavy Weapon Teams, Special Weapon Squads, Infantry Platoon squads and
their attached Command Squads.
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Regimental
Drop Troops 1 Doctrine point: The regiment comes from a world where grav-chute use is
commonplace and has been trained in their use for dropping into combat. Any Guard unit
including vehicles may Deep Strike if the mission permits. Other units must deployconventionally.
Armoured Company 1 Doctrine point: The Imperial Guard is not really noted for its
subtlety preferring to smash a nut with a sledgehammer if at all possible! Typical of this
approach are the numerous armoured companies fielded by the Imperial Guard which are
made up entirely of tanks. This allows a Imperial Guard player to take Leman Russ battle
tanks and its variants as HQ and Troops choices. Leman Russes in the troops section can
claim objectives.
Storm Trooper Battalion 1 Doctrine point: Storm Troopers are usually split between
various combat forces, rather than fighting as a single entity. However, there have been
occasions when such a force has gone to war, generally to undertake a special mission of
some kind or another. To represent such a formation you may take take Storm Trooper
squads as Elites and Troops. Storm Trooper squads in the troops section can claim
objectives.
Rough Rider Company 1 Doctrine point: In a similar vein, some regiments field
companies made up entirely of Rough Riders, either through tradition or necessity. To
represent a Rough Rider army allow Rough Rider squads to be taken as Elites and Troops.
Rough Riders in the troops section can claim objectives.
Infantry
Iron Discipline 1 Doctrine point: On many worlds of the Imperium, nobles are raised from
birth to be officers. They have an air of confidence and authority that keeps their troops
fighting to the last man.
Any unit may regroup below half strength, increases the leadership characteristic of
company and platoon commanders by 1 and increases there order radius by 6''.
Close order drill 1 Doctrine point: Members of the regiment are thoroughly drilled infighting in dense formations where they can present a hedge of blades and bayonets and
clubbed lasguns at the enemy. To perform close order drill all the models in the any Guard
Infantry unit must be in base to base contact.
While in close order, all models in the unit have +1 leadership and +1 Initiative.
Hardened Fighters 1 Doctrine point: The regiment is recruited from particularly violent
societies and backgrounds, and are particular adept hand-to-hand combatants. Hardened
Fighters add 1 to their WS. Sentinels also gain an additional attack in addition to the plus 1
WS as their crews are trained to stun and disorientate opponents.
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Light Infantry 1 Doctrine point: The regiment is renowned for its stealth. This Doctrine is
available to any Guard Infantry unit without a transport vehicle.
Rolls an additional dice when determining how far they can move through
difficult terrain;
May infiltrate if the mission permits;
Sharpshooters 1 Doctrine point: Sometimes war has been a way of life for successive
generations of the regiment, and consequently they are formidable marksmen, having
undergone military training from an early age. Any Guard Infantry model with a BS 3 may
make a single re-roll of a shooting to hit roll of 1. The sharpshooter ability has no effect
when firing plasma weapons or sniper rifles.
Xeno-fighters 1 Doctrine point: After numerous wars, the regiments have learnt how to
combat all types of xenos. When in close combat with any enemy xeno with a WS attribute,
Xenos-fighters hit on 3+ regardless of respective Weapon Skill values.
Carapace Armour 2 Doctrine points: Carapace Armour is a type of combat armour used
by many Imperial military and para-military organisations. Carapace Armour consists of
large rigid plates of armaplas or ceramite molded to fit parts of the body. It can range from
complete armoured suits to individual pieces such as chest plates, helmets, greaves, etc.
Guard Infantry units and Rough Riders are equipped with carapace armour. This means that
their Armour save will change from 5+ to 4+.
Cameleoline Cloaks 2 Doctrine points: A Camo-cloak is a cloak weaved for its durability
and ability to help hide the wearer. The Camo Cloak is coated with an absorbent material
called Cameoline which takes on the colouration of the surroundings giving the wearer agreat deal of individual concealment and when used by elite stealth experts.
Guard Infantry units and Rough Riders are equipped with Cameleoline Cloaks which adds 1
to any Cover save they are already allowed.
Chem-inhaler 1 Doctrine point: Some undisciplined units have altered the gasses in their
rebreathers to include narcotics such as 'slaught and Kalma' The effect is to make them even
more indifferent to danger and loss. Guard Infantry units and Rough Riders are equipped
with equipped with these will always test Morale, Leadership or Pinning with no negative
modifiers.
Prepared Defences 1 Doctrine point: It is generally true that defenders have an advantage
over attackers. Allowing defenders to strengthen their position. They have the ability to
make preparations for the battle to protect themselves from the enemy while making the
enemy vulnerable, e.g. preparing positions such as trenches and fortifications or in more
frequently laying obstacles such as land mines and tank traps. This allows you to position up
to 24'' of Aegis defence lines and may move any terrain in and around your deployment
zone.
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Armoured
Evasive Driving 1 Doctrine point: Tanks from this regiment are trained to use their
vehicles to crush attacking infantry. If the tank is assaulted by infantry having moved in its
last movement phase. Then each model assaulting the tank takes a wound on a roll of 4+.Normal Armour Saving throws apply.
Ace Sponson Gunners 1 Doctrine point: This regiment is expert at training its sponsor
gunners to defend their ranks from enemy assaults. If the tank has been assaulted in the
Assault phase, then the tank may fire its sponsor weapons (if in arc) at the enemy assaulting
the tank at Initiative 10.
Crush and Grind 1 Doctrine point: When assaulting enemy infantry the regiment has no
compunction about crushing them under its tracks. The first unit Tank Shocked in a turn by a
tank with this doctrine will take D6 S4 hits before resolving the Tank Shock as normal.
Normal Saving throws apply and n enemy infantry unit forced to take a Tank Shock test by
this vehicle does so at -1 to their Leadership.
Ace Gunners 1 Doctrine point: A tank using this doctrine engages targets with blinding
accuracy. Any shooting rolls of 1 may be re-rolled once. Additionally you may re-roll the
Scatter dice (not the Distance dice, just the directional dice).
Forge-crafted 1 Doctrine point: The regiments tanks have been built on an Adeptus
Mechanicus forge world. Once per game, the owner can force the enemy to re-roll the result
of a single glancing or penetrating hit. The new result must be accepted though.
Anti-mag 1 Doctrine point: The crew have learned to coat their tank with anti-magnetic
paste. The effect is to prevent enemy grenades sticking to the armour. Whenever a grenade
(or melta-bomb, stikk bomb etc) causes a glancing or penetrating hit the tank has a Saving
throw of 4+ against its effects.
Reinforced Ceramite Armour 1 Doctrine point: This vehicle has numerous plates of heat
reflecting ceramite, giving it extra protection against melta weapons. Melta weapons
(including melta bombs) do not roll an extra dice for armour penetration.
Slick Loader 1 Doctrine point:The vehicles loader quickly gets the main gun ready to fire
after each shot. If the vehicle remains stationary, it may fire its main weapon twice in oneturn. The second shot must be at the same target as the first. The vehicle cannot move at all
and cannot fire any other weapons in the turn this skill is used. The weapon fired must be an
ordnance weapon, you cannot use this skill on a heavy weapon.
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Army List
HQ
Company Command Squad ............................................................................................ 50 points
WS BS S T W I A Ld Sv
Company Commander 4 4 3 3 3 3 3 9 5
Veteran 3 4 3 3 1 3 1 7 5
Composition:
Company Commander
4 Veterans
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Company Commander has a refractor field
Special Rules:
Senior Officer (Company Commander)
Transport:
The squad may take a Chimera as a dedicated transport
Options:
May have up to five
additional Veterans ........................................................................... 7 points per model
The Company Commander may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Company Commander may take these upgrades:
Medallion Crimson .......................................................................................... 10 points
One Veteran may be upgraded to carry:
Medi-pack ........................................................................................................ 30 points
One other Veteran may be upgraded to carry:
Regimental Standard ........................................................................................ 15 points
One other Veteran may be upgraded to carry:
Vox-caster .......................................................................................................... 5 points
One other Veteran may be upgraded to carry:
Heavy flamer ................................................................................................... 20 points
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Replace two other Veterans with a Veteran Weapons Team armed with the following:
Mortar or Heavy Stubber ................................................................................... 5 points
Heavy bolter, Multi-laser or Autocannon ........................................................ 10 points
Missile launcher ............................................................................................... 15 points
Lascannon ........................................................................................................ 20 points
Any remaining Veterans that have not been upgraded with one of the options may replace
their weapon(s) with:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad (including regimental advisors) may have any of the following:
Krak grenades .................................................................................................... 5 points
Melta bombs .................................................................................................... 20 points
Carapace Armour ............................................................................................. 20 points
Camo cloaks ..................................................................................................... 20 points
Stormtroopers Bodyguards ................................................................ 20 points
Medallion Crimson: This medal is awarded to men who have suffered the most horrific
injuries and have not lost their faith in the Emperor or their will to fight on. Thus it takes a
lot to stop a man who has earned this decoration.
Provides officer with the Eternal Warrior Universal Special Rule
Kasrkin/Stormtroopers Bodyguards: When the greatest Imperial heroes go to war, they must
be protected at all costs, it would be a massive set back to the Imperial war machine if these
characters were to be slain. Replaces all veterans with Stormtroopers. (Only stat and basicequipment are changed they may still take all options that the veterans could. Also swaps the
Company Commanders Laspistol for a Hotshot Laspistol instead)
Regimental Advisors
WS BS S T W I A Ld Sv
Astropath 3 4 3 3 1 3 1 7 5
Master of Ordnance 3 4 3 3 1 3 1 7 5
Officer of the Fleet 3 4 3 3 1 3 1 7 5
Body Guard 4 4 3 3 1 3 2 7 5
Oygrn Body Guard 4 3 5 5 3 3 3 6 4
Commissar 4 4 3 3 1 3 2 9 5
Ministorum Priest 3 3 3 3 1 3 2 7 5
Techpriest Enginseer 3 3 3 3 1 3 1 8 3
Sanctioned Psyker 3 3 3 3 1 3 1 8 5
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Regimental Advisors:
The squad may be joined by any of the following:
Astropath ......................................................................................................... 30 points
Master of Ordnance ......................................................................................... 30 points
Officer of the Fleet ........................................................................................... 30 points
Up to two Bodyguards .................................................................... 15 points per model
Oygrn Bodyguard ............................................................................................ 40 points
Commissar ....................................................................................................... 30 points
Ministorum Priest ............................................................................................ 30 points
Techpriest Enginseer ........................................................................................ 45 points
Sanctioned Psyker ............................................................................................ 15 points
Astropath:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Special Rules:
Telepathic relay
Master of Ordnance:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Special Rules:
Artillery Bombardment
Officer of the fleet:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenadesSpecial Rules:
Intercept Reserves
Body Guard:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Special Rules:
Look out Arghh!
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Oygrn Body Guard:
Wargear:
Carapace armour
Ripper gun
Frag grenades
Special Rules: Look out Arghh!
Bulky
Furious Charge
Stubborn
Feel no pain
Commissar:
Wargear:
Flak armour
Boltgun/Bolt pistol
Close-combat weapon
Frag grenades
Special Rules:
Stubborn
Summary Execution
Ministorum Priest:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Rosarius
Special Rules:
Righteous Fury
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Techpriest Enginseer:
Wargear:
Power armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Power weapon
Frag and Krak grenades
Servo arm
Special Rules:
Blessings of the Omnissiah
Servitor Controller
Servo Arm
Servitor Controller: The techpriest guides the servitors with a special remote control. As the
altered and fragmented brain of a servitor functions poorly unless constantly supervised.
Any servitor within 24'' of a techpriest will act as normal, if any stray beyond this they mustroll for mind lock.
Blessings of the Omnissiah: A techpriest in base contact or inside a damaged vehicle in the
shooting phase can attempt repairs instead of firing, unless he/she is falling back or has gone
to ground. Roll a D6 if the result is a 4 or more, then a Weapon Destroyed or an Immobilised
result (owning player's choice) is repaired. If a Weapon Destroyed result is repaired, that
weapon can be fired in that Shooting phase.
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Sanctioned Psyker:
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Force weapon
Frag grenades
Special Rules: Psyker (The Sanctioned Psyker can use a single psychic power per turn)
It's for your own Good!
Psychic Powers:
Telepathic Order
Psychic Ward
Psychic Lash
Machine Curse
It's for your own Good!: If a Sanctioned Psyker is attached to a unit which contains a
Commissar and suffers a Perils of the Warp attack while using a psychic power, theCommissar will immediately execute him/her to prevent him/her being possessed. Remove
the Psyker model as a casualty. The power he was attempting to use does not work.
Telepathic Order: This power allows the Sanctioned Psyker to extend the zone of influence
of an Officer he/she is accompanying. Use at the start of the Imperial Guard turn. If the test
is passed, the order radius of any Officer in the same squad as the Sanctioned Psyker is
extended to 18'' in-till the start of the next imperial turn.
Psychic Ward: Sanctioned Psykers are particularly useful in countering the heretical abilities
of aliens and traitor scum. Any enemy within 24'' of the Sanctioned Psyker that passes a
Psychic test, the psychic power may be intercepted. Make a psychic test, if the test is passed
then roll D6 on a 5+ the power is nullified.
Psychic Lash: The Sanctioned Psyker focuses his/her powers on nearby opponents, mentally
ripping open arteries and puncturing organs. Instead of making his/her normal attacks in
close-combat, make a psychic test. If successful the Psyker gets 2D6 Attacks (with no
bonuses for charging, additional weapons, etc) these attacks automatically wound, armour
saves still apply.
Machine Curse: The Sanctioned Psyker presses his/her hands against an enemy vehicle and
calls upon his/her powers to pronounce a curse on the machine spirits of his/her enemies.This power is used in the Assault phase in place of normal attacks. Make the Psychic test, if
passes roll a D6.
D6 Effect
1 Nothing
2-5 Glancing hit
6 Penetrating hit
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Options:
All Regimental Advisors (Except the Oygrn Bodyguard, Commissar and Ministorum Priest)
may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Commissar may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Ministorum Priest may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points
Power weapon ...................................................................................................... 10 points
Eviscerator ........................................................................................................... 15 points
Lord Castellan Creed .................................................................................................... 100 points
WS BS S T W I A Ld Sv
Ursarkar Creed 4 4 3 3 3 3 3 10 4
Kasrkin
Bodyguard
3 4 3 3 1 3 1 7 4
Wargear: Carapace armour
Hotshot lasgun
Hotshot laspistol (Creeds fires as twin linked)
Frag grenades
Refractor field
Special Rules:
Supreme Commander
Tactical Genius
Sworn Protector
Sworn Protector: If Creed is taken Kell is automatically taken at no additional costs.
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Colour Sergeant Kell ....................................................................................................... 60 points
WS BS S T W I A Ld Sv
Jarran Kell 4 4 3 3 2 4 2 8 4
Wargear: Carapace armour
Laspistol (Hotshot laspistol if with Creed)
Power weapon
Power fist
Frag grenades
Regimental standard
Refractor field
Special Rules:
Sworn Protector
Listen up maggots Look out Arghh!
Sworn Protector: If Creed is taken Kell is automatically taken at no additional costs.
Colonel 'Iron Hand' Straken .......................................................................................... 95 points
WS BS S T W I A Ld Sv
Colonel Straken 5 4 6 4 3 3 3 9 3
Wargear: Flak armour
Plasma pistol
Shotgun
Close-combat weapon
Frag grenades
Refractor Field
Special Rules:
Gung-ho
Senior Officer
Cold Steel Courage
Man of Adamantium
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Nork Deddog ........................................................................................................................ 80 points
WS BS S T W I A Ld Sv
Nork Deddog 4 3 5 5 3 3 4 8 4
Wargear: Carapace armour
Ripper gun
Frag grenades
Special Rules:
Feel no Pain
Furious Charge
Bulky
Stubborn
Loyal to the End
Heroic Sacrifice
Lord Commissar .............................................................................................................. 70 points
WS BS S T W I A Ld Sv
Lord Commissar 5 5 3 3 3 3 3 10 5
Wargear:
Flak armour
Bolt pistol/Bolter
Close-combat weapon
Frag and krak grenades
Refractor field
Special Rules:
Independent Character
Stubborn
Summary Execution
Aura of Discipline
Options:
The Lord Commissar may exchange his/her weapon(s) for: Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Lord Commissar may take any of the following:
Carapace armour ................................................................................................ 5 points
Camo Cloak ...................................................................................................... 5 points
Melta bombs ...................................................................................................... 5 points
Transport:
The squad may take a Chimera as a dedicated transport
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Commissar Yarrick........................................................................................................ 160 points
WS BS S T W I A Ld Sv
Commissar Yarrick 5 5 3 4 3 3 4 10 4
Wargear: Carapace armour
Storm bolter
Battle klaw (Counts as power fist)
Close-combat weapon
Bolt pistol
Frag and krak grenades
Force field
Bale Eye
Refractor field
Special Rules: Independent Character
Eternal Warrior
Aura of Discipline
Inspirational Hero
Iron will
Transport:
The squad may take a Chimera as a dedicated transport
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Primaris Psyker ................................................................................................................ 70
points
WS BS S T W I A Ld Sv
Primaris Psyker 4 4 3 3 3 3 3 9 5
Wargear:
Flak armour
Laspistol
Force weapon
Frag grenades
Refractor field
Special Rules:
Independent Character
Psyker (The Primaris Psyker can use a two psychic powers per turn)
It's For Your Own Good
Psychic Powers:
Lightning Arc
Nightshroud
Psychic Ward
Psychic Lash
Machine Curse
Transport:
The squad may take a Chimera as a dedicated transport
Options:
Carapace armour ................................................................................................ 5 points
Camo Cloak ...................................................................................................... 5 points
Melta bombs ...................................................................................................... 5 points
Psychic Ward: The Primaris Psyker is particularly useful in countering the heretical abilities
of aliens and traitor scum. Any enemy within 24'' of the Primaris Psyker that passes a
Psychic test, the psychic power may be intercepted. Make a psychic test, if the test is passed
then roll D6 on a 4+ the power is nullified.
Psychic Lash: The Primaris Psyker focuses his/her powers on nearby opponents, mentally
ripping open arteries and puncturing organs. Instead of making his normal attacks in close-
combat, make a psychic test. If successful the Primaris Psyker gets 3D6 Attacks (with no
bonuses for charging, additional weapons, etc) these attacks automatically wound, armour
saves still apply.
Machine Curse: The Primaris Psyker presses his/her hands against an enemy vehicle and
calls upon his powers to pronounce a curse on the machine spirits of his enemies. This
power is used in the Assault phase in place of normal attacks. Make the Psychic test, if
passes roll a D6.
D6 Effect
1-4 Glancing hit
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5-6 Penetrating hit
ELITESOgryn Squad .................................................................................................................. 130 points
WS BS S T W I A Ld Sv
Ogryn 4 3 5 5 3 3 3 6 4
Ogryn Bone ad 4 3 5 5 3 3 4 7 4
Composition:
1 Bone ad
2 Ogryn
Wargear:
Carapace Armour
Ripper gun
Frag grenades
Special Rules:
Bulky
Furious Charge
Stubborn
Feel no Pain
Options:
May have up to seven
additional Ogryns ........................................................................... 40 points per model
Transport:
The squad may take a Chimera as a dedicated transport
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Ratling Squad ................................................................................................................... 30 points
WS BS S T W I A Ld Sv
Ratling 2 4 2 2 1 4 1 6 5
Veteran 3 4 3 3 1 3 1 7 5
Composition:
3 Ratlings
Wargear:
Flak armour
Sniper rifle
Laspistol
Special Rules:
Infiltrate
Stealth (Ratling only)
Options:
May have up to seven
additional Ratlings ......................................................................... 10 points per model
All Ratlings may be replaced by a Veteran for free
Any Veteran can purchase a camo cloak for ............................................... 2 points per model
Transport:
The squad may take a Chimera as a dedicated transport
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Storm Trooper Squad ...................................................................................................... 65 points
WS BS S T W I A Ld Sv
Storm Trooper 4 4 3 3 1 3 1 8 4
Storm Trooper Sergeant 4 4 3 3 1 3 1 9 4
Composition:
4 Storm Troopers
1 Storm Trooper Sergeant
Wargear:
Carapace armour
Hot-shot lasgun/Bolter
Hot-shot laspistol/Boltpistol
Close-combat weapon
Frag & Krak grenades
Special Rules:
Deep Strike
Special Operation
Options:
May have up to five
Additional Storm Troopers ............................................................ 12 points per model
The Storm Trooper Sergeant may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Up to two Storm Troopers may replace their weapon(s) for:
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad may have any of the following:
Melta bombs .................................................................................................... 20 points
Transport: The squad may take a Chimera, Valkyrie or Vendetta as a dedicated transport
Hotshot lasguns and pistols have the following Profile.
Range Str Ap Type
Hotshot Lasgun 24'' 3 3 Rapid Fire
Hotshot Laspistol 12'' 3 3 Pistol
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Psyker Battle Squad ......................................................................................................... 60 points
WS BS S T W I A Ld Sv
Sanctioned
Psyker
2 3 3 3 1 3 1 9 5
Overseer 3 3 3 3 1 3 2 9 5
Composition:
9 Sanctioned Psykers
1 Overseer
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Force weapon
Special Rules: Psyker (Sanctioned Psykers Only, each Sanctioned Psyker can use a single psychic power
per turn)
Psychic Choir
Ultimate Sanction
Psychic Powers:
Weaken Resolve
Soulstorm
Psychic Ward
Psychic Lash
Machine Curse
Transport:
The squad may take a Chimera as a dedicated transport
Soulstorm: The psykers engulf their enemies in a storm of Warp energy that sears flesh and
rends their foes souls from their bodies.
Range Strength AP Type
36'' 3* D6* Assault 1, Large Blast
*Add 1 Strength or AP for each Sanctioned Psyker that chooses to combining his/her power
Psychic Ward: Sanctioned Psykers are particularly useful in countering the heretical abilities
of aliens and traitor scum. Any enemy within 24'' of the Sanctioned Psyker that passes a
Psychic test, the psychic power may be intercepted. Make a psychic test, if the test is passed
then roll D6 on a 5+ the power is nullified. (Add 1 for each Sanctioned Psyker that
chooses to combining his/her power.)
Psychic Lash: The Sanctioned Psyker focuses his/her powers on nearby opponents, mentally
ripping open arteries and puncturing organs. Instead of making his/her normal attacks in
close-combat, make a psychic test. If successful the Psyker gets 1D6 Attacks (with nobonuses for charging, additional weapons, etc) these attacks automatically wound, armour
saves still apply.
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Machine Curse: The Sanctioned Psyker presses his/her hands against an enemy vehicle and
calls upon his/her powers to pronounce a curse on the machine spirits of his/her enemies.
This power is used in the Assault phase in place of normal attacks. Make the Psychic test, if
passes roll a D6. (Add 1 for each Sanctioned Psyker that chooses to combining his/her
power.)
D6 Effect1 Nothing
2-5 Glancing hit
6 Penetrating hit
Psychic Choir: In battle, the sonorous chanting of psykers continuously rises as they draw
ever deeper upon the power of the Warp. A massive surge of psychic energy breaks over into
the physical world with terrible effects. Each Sanctioned Psyker can cast a single psychic
power a turn, either casting his own power or combining his power with a nearby psyker.
Guardsmen Marbo .......................................................................................................... 65 points
WS BS S T W I A Ld Sv
Guardsmen Marbo 5 5 3 3 2 5 4 7 4
Wargear:
Carapace Armour
Ripper Pistol
Envenomed blade
Frag grenades
Melta bombs
Demolition Charge
Special Rules:
Fearless
Stealth
Move through cover
Hit and run
Fleet
Loner
He's behind you
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Grenadiers ........................................................................................................................ 50 points
WS BS S T W I A Ld Sv
Grenadier 3 4 3 3 1 3 1 7 4
Grenadier Sergeant 3 4 3 3 1 3 1 8 4
Composition:
4 Grenadiers
1 Grenadier Sergeant
Wargear:
Carapace armour
Hot-shot lasgun/Bolter
Hot-shot laspistol/Boltpistol
Close-combat weapon
Frag & Krak grenades
Options:
May have up to five
additional Grenadiers ................................................................. 10 points per model
The Grenadier Sergeant may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Up to two Grenadiers may replace their weapon(s) for: Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad may have any of the following:
Melta bombs .................................................................................................... 20 points
Transport:
The squad may take a Chimera as a dedicated transport
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TROOPSINFANTRY PLATOON
Platoon Command Squad* ............................................................................................. 30 points
WS BS S T W I A Ld Sv
Platoon Commander 3 4 3 3 1 3 2 8 5
Guardsmen 3 3 3 3 1 3 1 7 5
Commissar 4 4 3 3 1 3 2 9 5
Ministorum Priest 3 3 3 3 1 3 2 7 5
Composition:
4 Guardsmen
1 Platoon Commander
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Bolt pistol/Boltgun (Commissar Only)
Rosarius (Ministorm Priest Only)
Special Rules:
Junior Officer (Platoon Commander)
Stubborn (Commissar Only)
Summary Execution (Commissar Only)
Righteous Fury (Ministorm Priest Only)
Combined Squad
Transport:
The squad may take a Chimera as a dedicated transport
Honorifica Imperialis: This award is one of the highest honours that can be won by all ranks
in the Imperial Guard.
The Platoon Commander will use the same profile as the Company Commander and in
addition will gain the Senior Officer special rule.
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Options:
May have up to five
additional Guardsmen ...................................................................... 5 points per model
The Platoon Commander may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Platoon Commander may take these upgrades:
Honorifica Imperialis ...................................................................................... 20 points
The squad may be joined by:
A Commissar ................................................................................................... 30 points
A Ministorum Priest ......................................................................................... 30 points
The Commissar may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
The Ministorum Priest may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points
Power weapon ...................................................................................................... 10 points
Eviscerator ........................................................................................................... 15 points
One Guardsmen may be upgraded to carry:
Medi-pack ........................................................................................................ 30 points
One other Guardsmen may be upgraded to carry:
Platoon Standard ................................................................................................ 5 points
One other Guardsmen may be upgraded to carry:
Vox-caster .......................................................................................................... 5 points
One other Guardsmen may be upgraded to carry:
Heavy flamer ................................................................................................... 20 points
Replace two other Guardsmen with a Heavy Weapons Team armed with the following:
Mortar or Heavy Stubber ................................................................................... 5 points
Heavy bolter, Multi-laser or Autocannon ........................................................ 10 points
Missile launcher ............................................................................................... 15 points
Lascannon ........................................................................................................ 20 points
Any remaining Guardsmen that have not been upgraded with one of the options may replace
their weapon(s) with:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad may have any of the following:
Krak grenades .................................................................................................... 5 points
Melta bombs .................................................................................................... 20 points
Carapace Armour ............................................................................................. 20 points
Camo cloaks ..................................................................................................... 20 points
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Commander Chenkov ...................................................................................................... 50 points
WS BS S T W I A Ld Sv
Commander Chenkov 4 4 3 3 2 3 2 9 4
Wargear:
Carapace armour
Power weapon
Frag grenades
Bolt pistol
Special Rules
Taskmaster
Forward, you Dogs!
Send in the Next Wave
Captain Al'Rahem ........................................................................................................... 70 points
WS BS S T W I A Ld Sv
Captain Al'Rahem 4 4 3 3 2 3 2 9 5
Wargear:
Flak armour
Plasma pistol
Frag grenades
Claw of the Desert Tigers
Special Rules:
Stalk the Enemy
Desert Raiders
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Infantry Squad* ............................................................................................................... 50 points
WS BS S T W I A Ld Sv
Guardsmen 3 3 3 3 1 3 1 7 5
Sergeant 3 3 3 3 1 3 2 8 5
Commissar 4 4 3 3 1 3 2 9 5
Ministorum Priest 3 3 3 3 1 3 2 7 5
Composition:
9 Guardsmen
1 Sergeant
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Bolt pistol/Boltgun (Commissar Only)
Rosarius (Ministorm Priest Only)
Special Rules:
Combined Squad
Stubborn (Commissar Only)
Summary Execution (Commissar Only)
Righteous Fury (Ministorm Priest Only)
Transport:
The squad may take a Chimera as a dedicated transport
If a heavy weapon team is not taken a second guardsmen may take a special weapon.
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Options:
The Sergeant may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Carapace armour ................................................................................................ 5 points
The squad may be joined by:
A Commissar ................................................................................................... 30 points
A Ministorum Priest ......................................................................................... 30 points
The Commissar may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Carapace armour ................................................................................................ 5 points
The Ministorum Priest may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points
Power weapon ...................................................................................................... 10 points
Eviscerator ........................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Carapace armour ................................................................................................ 5 points
One other Guardsmen may be upgraded to carry:
Vox-caster .......................................................................................................... 5 points
Replace two other Guardsmen with a Heavy Weapons Team armed with the following:
Mortar or Heavy Stubber ................................................................................... 5 points
Heavy bolter, Multi-laser or Autocannon ........................................................ 10 points
Missile launcher ............................................................................................... 15 points
Lascannon ........................................................................................................ 20 points
One other Guardsmen that have not been upgraded with one of the options may replace their
weapon(s) with:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad may have any of the following:
Krak grenades .................................................................................................. 10 points
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Heavy Weapon Squad* .................................................................................................... 60 points
WS BS S T W I A Ld Sv
Guardsmen 3 3 3 3 1 3 2 7 5
Composition: 6 Guardsmen forming 3 heavy weapon teams
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Mortar/Heavy stubber
Frag grenades
Special Rules:
Combined Squad
Options:
Heavy bolter, Multi-laser or Autocannon .......................................................... 5 points
Missile launcher ............................................................................................... 10 points
Lascannon ........................................................................................................ 15 points
The entire squad may have any of the following:
Krak grenades .................................................................................................. 10 points
Special Weapon Squad* .................................................................................................. 60 points
WS BS S T W I A Ld Sv
Guardsmen 3 3 3 3 1 3 1 7 5
Composition:
6 Guardsmen
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Special Rules:
Combined Squad
Options:
Three Guardsmen must replace their weapon(s) with:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
Demolition Charge ........................................................................................... 20 points
The entire squad may have any of the following:
Krak grenades .................................................................................................. 10 points
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Conscripts* ....................................................................................................................... 60 points
WS BS S T W I A Ld Sv
Conscript 2 2 3 3 1 3 1 5 5
Commissar 4 4 3 3 1 3 2 9 5
Ministorum Priest 3 3 3 3 1 3 2 7 5
Composition:
20 Conscripts
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Bolt pistol/Boltgun (Commissar Only)
Rosarius (Ministorm Priest Only)
Special Rules:
Stubborn (Commissar Only)
Summary Execution (Commissar Only)
Righteous Fury (Ministorm Priest Only)
Options:
May include up to an additional 30 conscripts
................................................................................................................. 3 points per model
The squad may be joined by: A Commissar ................................................................................................... 30 points
A Ministorum Priest ......................................................................................... 30 points
The Commissar may exchange his/her weapon(s) for:
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Carapace armour ................................................................................................ 5 points
The Ministorum Priest may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point Plasma pistol .................................................................................................... 10 points
Plasmagun ........................................................................................................ 15 points
Power weapon ...................................................................................................... 10 points
Eviscerator ........................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Carapace armour ................................................................................................ 5 points
If your army includes Commander Chenkov, any unit of Conscripts may be given the Send
in the Next Wave special Rule: .............................................................................. 60 points
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Veteran Squad .................................................................................................................. 70 points
WS BS S T W I A Ld Sv
Veteran 3 4 3 3 1 3 1 7 5
Veteran Sergeant 3 4 3 3 1 3 2 8 5
Composition:
9 Veterans
1 Veteran Sergeant
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag & Krak grenades
Options:
The Sergeant may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
One other Guardsmen may be upgraded to carry:
Vox-caster .......................................................................................................... 5 points
Replace two other Guardsmen with a Heavy Weapons Team armed with the following:
Mortar or Heavy Stubber ................................................................................... 5 points
Heavy bolter, Multi-laser or Autocannon ........................................................ 10 points
Missile launcher ............................................................................................... 15 points
Lascannon ........................................................................................................ 20 points
Three other Guardsmen that have not been upgraded with one of the options may replace
their weapon(s) with:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The squad can choose any of the following doctrines: Grenadiers: The squad replaces its flak armour with
carapace armour ............................................................................................... 30 points
Forward Sentries: The squad has camo-cloaks and
snare mines ...................................................................................................... 30 points
Demolitions: The entire squad has melta bombs. One Veteran carries a demolition charge
in addition to his other equipment ................................................................... 30 points
Transport:
The squad may take a Chimera as a dedicated transport
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Gunnery Sergeant Harker .............................................................................................. 55 points
WS BS S T W I A Ld Sv
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5
Wargear: Flak armour
Close-combat weapon
Frag and krak grenades
'Payback' (Heavy bolter)
Special Rules:
Relentless
Feel No Pain
Catachan Devils
Sergeant Bastonne ........................................................................................................... 55 points
WS BS S T W I A Ld Sv
Sergeant Bastonne 4 4 3 3 1 3 2 10 4
Wargear:
Carapace armour
Hotshot lasgun
Hot laspistol
Frag and krak grenades
Power sword
Special Rules:
It's Up to us, Lads
Never Give Up, Never Surrender!
Haunted Memory
Haunted Memory: Bastonne 's skin is riddled with tattoos the names of every fallen
comrade inscribed unto his flesh lest his uncanny memory fail him and he forgets the brave
souls sacrifice and the events that led to their demise.
Bastonne provides his squad with the grenadiers and forward sentries doctrines. To increase
the soldiers under his commands survivability and to ease his never forgetting mind.
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Penal Legion Squad ......................................................................................................... 80 points
WS BS S T W I A Ld Sv
Penal Legionnaire 3 3 3 3 1 3 1 8 5
Penal Custodian 3 3 3 3 1 3 2 8 5
Composition:
9 Penal Legionnaires
1 Penal Custodian
Wargear:
Flak armour
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag grenades
Special Rules: Desperadoes
Scouts
Stubborn
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Dedicated TransportChimera Armoured Transport ....................................................................................... 55 points
BS FA SA RA
Chimera 3 12 10 10
Wargear:
Multi-laser
Heavy bolter
Searchlight
Smoke launchers
Special Rules:
Amphibious Mobile Command Vehicle
Options:
Replace turret multi-laser with:
Heavy flamer, heavy bolter or autocannon ............................................................... free
Missile pods with turret heavy stubber ................................................................ 10 points
Multi-melta or lascannon ................................................................................. 15 points
Plasma cannon ................................................................................................. 20 points
Replace hull heavy bolter with:
Heavy flamer ............................................................................................................ free
Multi-melta .................................................................................................. 15 points
Take any of the following:
Pintle-mounted storm bolter or heavy stubber ................................................. 10 points
Hunter-killer missile ........................................................................................ 10 points
Dozer blade ...................................................................................................... 10 points
Extra armour .................................................................................................... 15 points
Camo netting .................................................................................................... 20 points
Armoured side skirts ........................................................................................ 15 points
If a multi-laser, autocannon or lascannon is taken you may choose the following upgrade:
Coaxial storm bolter or heavy stubber ............................................................. 10 points
Armoured side skirts: The tank crew have added sheets of plasteel to the sides of their tank
to gain further protection against attacks.
Giving the Chimera a side armour value of 11
Missile Pod
Range Str Ap Type
Missile Pod (Frag) 48' 4 6 Heavy 2, Small BlastMissile Pod (Krak) 48'' 8 3 Heavy 2
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Fast AttackScout Sentinel Squadron ............................................................................................. 35 points
WS BS S FA SA RA I A
Scout Sentinel 3 3 5 10 10 10 3 1
Composition:
1 3 Scout Sentinels
Wargear:
Multi-laser
Special Rules:
Scouts
Move Through Cover
Options:
Any Sentinel may replace its multi-laser with one of the following weapons:
Heavy flamer, heavy bolter, autocannon or power lifter ............................................ Free
Missile launcher ............................................................................................... 10 points
Multi-melta or lascannon ................................................................................. 15 points
Take any of the following:
Searchlight ....................................................................................................... 1 point
Hunter-killer missile ........................................................................................ 10 points
The entire squadron may take:
Smoke launchers ................................................................................................ 5 points
Camo netting .................................................................................................... 10 points
Sentinal Power Lifter: Are used primarily for loading and unloading equipment and supplies from
convoys, however their large Hydraulic Claws allow them some protection in close combat, being
easily able to crush a man.
Plus 1 Strength, 1 Attack and is treated as a power weapon.
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Armoured Sentinel Squadron ..................................................................................... 55 points
WS BS S FA SA RA I A
Armoured Sentinel 3 3 5 12 10 10 3 1
Composition: 1 3 Armoured Sentinels
Wargear:
Multi-laser
Extra Armour
Options:
Any Sentinel may replace its multi-laser with one of the following weapons:
Heavy flamer, heavy bolter, autocannon or power lifter ............................................ Free
Missile launcher ............................................................................................... 10 points
Multi-melta or lascannon ................................................................................. 15 points
Plasma Cannon ................................................................................................ 20 points
Take any of the following:
Searchlight ....................................................................................................... 1 point
Hunter-killer missile ........................................................................................ 10 points
The entire squadron may take:
Smoke launchers ................................................................................................ 5 points
Camo netting .................................................................................................... 10 points
Rough Rider Squad ......................................................................................................... 55 points
WS BS S T W I A Ld Sv
Rough Rider 3 3 3 3 1 3 1 7 5
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5
Composition:
4 Rough Riders
1 Rough Rider Sergeant
Wargear: Flak armour
Hunting Lance
Lasgun/Autogun/Shotgun/Las pistol/Auto pistol
Close-combat weapon
Frag and Krak grenades
Special Rules:
Fleet of hoof
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Options:
May have up to five additional Rough Riders ....................................................... 10 points
The Sergeant may exchange his/her weapon(s) for:
Bolt pistol or Boltgun .......................................................................................... 1 point
Plasma pistol .................................................................................................... 10 points
Power weapon ...................................................................................................... 10 points
Power fist ......................................................................................................... 15 points
Melta bombs ...................................................................................................... 5 points
Up to two Rough Riders may replace their hunting lance with one of the following:
Boltpistol or Bolter .............................................................................................. 1 point
Flamer, grenade launcher or sniper rifle ............................................................ 5 points
Meltagun .......................................................................................................... 10 points
Plasma gun ....................................................................................................... 15 points
The entire squad may have any of the following:
Carapace Armour ............................................................................................ 30 points
Additional Hunting Lances .............................................................................. 30 points
Additional Hunting Lances: Removes the limit of one.
Mogul Kamir .................................................................................................................... 40 points
WS BS S T W I A Ld Sv
Mogul Kamir 4 3 3 3 2 3 3 8 5
Wargear:
Flak armour
Hunting Lance
Cyber-steed
Bolt pistol
Close-combat weapon
Frag and Krak grenades
Special Rules:
Fleet of hoof
Khanasan's Fiercest
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Hellhound Squadron
Composition: Vehicle squadron composed of 1 3 of the following tanks, in any combination:
Hellhound ...................................................................................................... 130 points per model
Devil Dog ....................................................................................................... 120 points per model
Bane Wolf...................................................................................................... 130 points per model
BS FA SA RA
Hellhound 3 12 12 10
Devil Dog 3 12 12 10
Bane Wolf 3 12 12 10
Wargear (All):
Heavy Bolter
Searchlight
Smoke Launchers
Wargear (Hellhound):
Inferno cannon
Wargear (Devil Dog):
Melta cannon
Wargear (Bane Wolf):
Chem cannon
Options:
Replace turret weapon with: Twin-linked Heavy flamer, twin-linked heavy bolter, twin-linked autocannon, twin-
linked lascannon, twin-linked multi-melta or plasma cannon ...................................... free
Replace hull heavy bolter with:
Heavy flamer ............................................................................................................ free
Multi-melta .................................................................................................. 15 points
Take any of the following:
Pintle-mounted storm bolter or heavy stubber ................................................. 10 points
Missile Pods ..................................................................................................... 10 points
Hunter-killer missile ........................................................................................ 10 points
Dozer blade ...................................................................................................... 10 points
Extra armour .................................................................................................... 15 points
The entire squadron may take:
Camo netting .................................................................................................... 20 points
8/3/2019 Imperial Guard Codex Modifications
42/50
Valkyrie Assault Carrier Squadron ............................................................ 100 points per model
Composition: Vehicle squadron composed of 1 3 of the following tanks, in any combination:
BS FA SA RA
Valkyrie 3 12 12 10
Wargear:
Multi-laser
2 Hellstrike Missiles
Searchlight
Extra Armour
Special Rules:
Deep Strike
Scout
Grav Chute Insertion
Options:
Any Valkyrie may replace its multi-laser with:
Lascannon ....................................................................................... 15 points per model
Any Valkyrie may exchange both of its hellstrike missiles for:
Two multiple rocket pods ............................................................... 30 points per model
Any Valkyrie may take a pair of sponsons armed with:
Heavy Stubbers ................................................................................. 5 points per model
Heavy Bolters ................................................................................. 10 points per model
Vendetta Gunship Squadron ........................................................................ 130 points per model
Composition: Vehicle squadron composed of 1 3 of the following tanks, in any combination:
BS FA SA RA
Vendetta 3 12 12 10
Wargear:
3 Twin-linked lascannons
Searchlight
Extra Armour
Special Rules:
Deep Strike
Scout
Grav Chute Insertion
Options:
Any Vendetta may replace its two twin-linked lascannons for:
Two hellfury missiles .......................................................................... 15 points per model
Any Vendetta may take a pair of sponsons armed with: Heavy Stubbers ................................................................................. 5 points per model
Heavy Bolters ................................................................................. 10 points per model
8/3/2019 Imperial Guard Codex Modifications
43/50
Heavy SupportLeman Russ Battle Tank ............................................................................. 150 points per model
Composition: Vehicle squadron composed of 1 3 of the following tanks, in any combination:
BS FA SA RA
Leman Russ 3 14 13 10
Leman Russ* 3 14 13 11
Wargear (ALL):
Heavy Bolter
Searchlight
Smoke LaunchersSpecial Rules:
Lumbering Behemoth
Wargear:
Leman Russ: Battle cannon*
Leman Russ Exterminator: Exterminator autocannons
Leman Russ Annihilator: Annihilator Lascannons
Leman Russ Eradicator: Eradicator nova cannon
Leman Russ Demolisher*: Demolisher cannon
Leman Russ Vanquisher*: Vanquisher battle cannon*
Leman Russ Punisher*: Punisher Gatling cannon
Leman Russ Executioner*: Executioner plasma cannon
Options:
Any model may upgrade to one of the following:
Exterminator ............................................................................................................. free
Annihilator ............................................................................................................... free
Eradicator ......................................................................................................... 10 points
Demolisher ....................................................................................................... 15 points
Vanquisher ....................................................................................................... 30 points
Punisher ........................................................................................................... 30 points
Executioner ...................................................................................................... 40 points
Any model may exchange its heavy bolter for:
Heavy flamer or autocannon .................................................................................... free
Multi-Melta or lascannon ................................................................................ 15 points
Plasma Cannon ................................................................................................ 20 points
Any model may take a pair of sponsons armed with:
Heavy Stubbers ............................................................................... 10 points per model
Heavy bolters, heavy flamers or Autocannons ................................................ 20 points
Multi-meltas or lascannons .............................................................................. 30 points
Plasma cannons ................................................................................................ 40 points
8/3/2019 Imperial Guard Codex Modifications
44/50
Any model may take any of the following:
Pintle-mounted heavy stubber or storm bolter ................................................. 10 points
Hunter-killer missile ........................................................................................ 10 points
Dozerblade ....................................................................................................... 10 points
Extra armour .................................................................................................... 15 points
Heavy Armour ................................................................................................. 15 points
Tank Ace .