WH40K Army List - Imperial Guard (v6)

8
Imperial Guard Army List 4/26/2014 IMPERIAL GUARD CHARACTERISTICS M WS B S S T W I A L d Guardsma n 4 3 3 3 3 1 3 1 7 Champion 4 4 4 3 3 1 4 1 8 Hero 4 5 5 4 4 2 5 2 8 Mighty Hero 4 6 6 4 4 3 6 3 9 COLONEL 30 points The colonel is an independent character, equipped with laspistol and carapace armour (4+ save). He may select any weapons and up to 3 wargear items. An imperial guard army may only have one colonel. M WS B S S T W I A L d Colone l 4 6 6 4 4 3 6 3 9 COMMISSAR 24 points A Commissar may be an independent character or a member of a squad. Commissars are equipped with laspistol and flak armour (6+ save). The commissar may select any weapons and up to 3 wargear items, including ‘officer only’ items. Commissars are immune to psychological effects. If the commissar is a member of a squad, or attached to a squad, the squad is also immune to psychological effects. M WS B S S T W I A L d Commissa r 4 5 5 4 4 2 5 2 1 0 CAPTAIN 18 points Captains are senior officers and independent characters. Captains are equipped with laspistol and flak armour (6 + save). They may select any assault weapons, grenades, and up to 3 wargear item. M WS B S S T W I A L d Lieutena nt 4 5 5 4 4 2 5 2 8 LIEUTENANT 12 points Lieutenants are junior officers and are not independent characters—they must be members of a squad. Lieutenants are equipped with laspistol and flak armour (6 + save). They may select any assault weapons, grenades, and up to 1 wargear item. M WS B S S T W I A L d Lieutena nt 4 4 4 3 3 1 4 1 8 1

description

House rules army list for WH40K imperial guard, based on 2E rules. Applies old rules to new models.

Transcript of WH40K Army List - Imperial Guard (v6)

Page 1: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

IMPERIAL GUARD CHARACTERISTICS

M WS

BS

S T W I A Ld

Guardsman

4 3 3 3 3 1 3 1 7

Champion 4 4 4 3 3 1 4 1 8Hero 4 5 5 4 4 2 5 2 8Mighty Hero

4 6 6 4 4 3 6 3 9

COLONEL 30 pointsThe colonel is an independent character, equipped with laspistol and carapace armour (4+ save). He may select any weapons and up to 3 wargear items. An imperial guard army may only have one colonel.

M WS

BS

S T W I A Ld

Colonel 4 6 6 4 4 3 6 3 9

COMMISSAR 24 pointsA Commissar may be an independent character or a member of a squad. Commissars are equipped with laspistol and flak armour (6+ save). The commissar may select any weapons and up to 3 wargear items, including ‘officer only’ items. Commissars are immune to psychological effects. If the commissar is a member of a squad, or attached to a squad, the squad is also immune to psychological effects.

M WS

BS

S T W I A Ld

Commissar

4 5 5 4 4 2 5 2 10

CAPTAIN 18 pointsCaptains are senior officers and independent characters. Captains are equipped with laspistol and flak armour (6 + save). They may select any assault weapons, grenades, and up to 3 wargear item.

M WS

BS

S T W I A Ld

Lieutenant

4 5 5 4 4 2 5 2 8

LIEUTENANT 12 points

Lieutenants are junior officers and are not independent characters—they must be members of a squad. Lieutenants are equipped with laspistol and flak armour (6 + save). They may select any assault weapons, grenades, and up to 1 wargear item.

M WS

BS

S T W I A Ld

Lieutenant

4 4 4 3 3 1 4 1 8

1

Page 2: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

VETERAN SERGEANT 12 pointsVeteran sergeants are not independent characters and must be members of squads. They are equipped with laspistol, chainsword, and flak armour (6 + save). They may select any assault weapons, two-handed weapons, grenades, and up to 1 wargear item. They may not select ‘officer only’ wargear items.

M WS

BS

S T W I A Ld

Veteran Sergeant

4 4 4 3 3 1 4 1 8

STANDARD BEARER 37 pointsOne squad may include a unit standard bearer. The standard bearer is a veteran guardsman equipped with laspistol, flak armour (6+ save), unit standard, and may select any assault or two-handed weapon. The model may also select up to 1 wargear item.

M WS

BS

S T W I A Ld

ChampionGuardsman

4 4 4 3 3 1 4 1 8

COMMAND SQUAD Lieutenant 16 pointsVeteran sergeant 16 pointsGuardsmen 10 points per modelSquad consists of a lieutenant, a veteran sergeant, and 3-8 guardsmen. The lieutenant and veteran sergeant have carapace armour (4+ save), but otherwise equipped as detailed in their individual profiles. The guardsmen are equipped with lasgun, laspistol, carapace armour (4+ save), and frag and krak grenades. Any guardsmen may select assault weapons. Up to 2 guardsmen may select special weapons. Two guardsmen may form a heavy weapons team and select a heavy weapon. One guardsman may select a medi-pack (+10 points), and 1 guardsman may select a master-vox (+10 points). The squad may include a colonel, commissar, captain, or psyker models.

M WS

BS

S T W I A Ld

Guardsman

4 3 3 3 3 1 3 1 7

Veteran 4 4 4 3 3 1 4 1 8

SgtLieutenant

4 4 4 3 3 1 4 1 8

INFANTRY SQUAD 6 points per modelSquad consists of a Sergeant and 4-9 guardsmen equipped with flak armour (6+ save), laspistols, lasguns, and frag grenades. The sergeant may replace his lasgun with a chainsword for free. Up to 2 guardsmen may be armed with a special weapon. Two Guardsmen may form a single heavy weapons team and select a heavy weapon. The entire squad may select frag or krak grenades. One guardsman may select a medi-pack (+10 points) and one guardsman may select a vox-caster (+5 points). The sergeant may be replaced by a veteran sergeant. The squad may include commissar, lieutenant, or psyker models.

M WS

BS

S T W I A Ld

Guardsman

4 3 3 3 3 1 3 1 7

Sergeant 4 3 3 3 3 1 3 1 7

HEAVY SUPPORT SQUAD 36 pointsSquad consists of 6 guardsmen with lasguns and flak armour (6+ save). The squad is organized into 3 heavy weapons teams and equipped with 3 heavy weapons, purchased from the heavy weapons list. Missile launcher teams are equipped with frag and krak missiles at no cost (except for the missile launcher). They may purchase other missile types from the grenade list. Mortar teams are equipped with frag mortars at no cost and may purchase other blast marker mortars from the grenade list. Each crew member must remain with 2” of their weapon, but crews follow dispersed coherency rules. So each crew must remain within 4” of another crew, but the crewmembers themselves must remain within 2” of their weapon. Line of sight for the crew served weapon may be drawn from either member of the crew. The squad may include a medic (+16 points) and a vox operator (+11 points). If the squad includes a vox operator, the squad may draw line of sight for any blast marker weapon from any other model on the battlefield with a vox caster. The squad may also include a sergeant (+6 points) or veteran sergeant.

2

Page 3: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

ADEPTUS ASTRA TELEPATHICAAdeptus Psyker 16 pointsPrimaris Psyker 32 pointsMaster Psyker 48 pointsPsyker Lord 64 pointsAll imperial psykers are equipped with laspistols and flak armour (6+ save). They may choose any assault weapons, grenades, and up to 3 wargear items, including ‘officer only’ items. For each psychic mastery level, a psyker may choose 1 psychic power. Imperial psykers may be independent characters, or accompany imperial guard squads. Imperial psykers may not accompany Space Marine squads.

M WS

BS

S T W I A Ld

Adeptus 4 3 3 3 4 1 4 1 7Primaris 4 4 4 4 4 2 4 1 7Master 4 5 5 4 4 3 5 2 7Lord 4 6 6 4 4 4 6 3 8

OFFICIO ASSASSINORUMASSASSIN 100 pointsImperial assassins may select any weapons and up to 3 wargear items. An army may only include 1 assassin. Assassins are always independent characters, may never be included in squads, and may never lead troops in any fashion. Assassins are immune to all psychological effects, are infiltrators, and also adhere to the following special rules:

Superior leadership: assassins can never be broken and automatically pass any break test or leadership based test. Their leadership may never be used by other troops.

Dodge: reflexes, booster chemicals, and synskin enable the assassin to react to any threat by dodging away from danger. This is represented by a 4+ save; all save modifiers are ignored. If the assassin successfully dodges an attack from a blast area weapon, the model is moved outside the blast area as the player wishes, but not into hand-to-hand combat.

Toxic immunity: the assassin’s synskin suits continually feed counteractive chemicals into their bloodstream. Assassins are completely immune to the effects of

toxic gasses and poisons, to include: choke, poison, chemical, and virus based attacks.

Optical bio-implants: assassins can see in dark and dense smoke. They are not affected by gas or smoke clouds that normally obstruct vision. They may detect hidden models at twice their initiative and detect invisible models as if they were hidden.

M WS

BS

S T W I A Ld

Assassin

6 8 8 4 6 3 6 4 10

3

Page 4: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

ADEPTUS MECHANICUSThe adeptus mechanicus battlefield elements include tech priests, electro priests, and servitors.

TECH PRIESTTech Priest Acolyte 15 pointsTech Priest 30 pointsTech Priest Engineer 45 pointsTech Priest Magos 60 pointsTech priests are equipped with bolt pistols and power armour. Any tech priest may be equipped with a signum (5 points), a targeter (5 points), a servo-arm (30 points), or a servo-harness (105 points). Tech priests may select any weapons from the space marine army list, and up to 2 wargear items from the space marine army list. Tech priests may be independent characters or attached to Imperial Guard or space marine squads.

M WS

BS

S T W I A Ld

Acolyte 4 4 4 4 4 1 4 1 8Priest 4 5 5 4 4 1 5 1 9Engineer

4 6 6 5 5 2 6 2 9

Magos 4 7 7 5 5 3 7 3 10

ELECTRO PRIEST 15 points per modelAn electro priest squad consists of 3 to 20 electro priests. The electro priests fight in hand-to-hand combat using the electrical charge of their own body, giving them a strength characteristic of 8. The electrical charge also acts as defensive armour (4+ save). If the squad is broken, the electrical energy is dispersed and they collapse from physical exhaustion—the models are removed from the table. Electro priests are subject to Frenzy. An electro priest squad may be lead by a tech priest. If so, they may reroll a failed leadership test when testing against frenzy.

WS

BS

S T W I A Ld

Sv

ElectroPriest

4 4 3 8 3 1 3 1 9

SERVITOR 10 points per modelServitors are equipped with lasguns and may select a servo arm (30 points), servo harness (105 points), or servo apertures

equipped with a meltagun (15 points), plasma gun (15 points), heavy bolter (15 points), multi-melta (15 points), or plasma cannon (25 points). Servitors are immune to psychology. Servitor models may be lead by a tech priest in squads. Single servitor models may be attached to transport vehicles or man a support weapon, but they may not be independent characters otherwise.

Servitors are mindless, electronically controlled creatures. If a servitor’s vehicle is destroyed, support weapon is destroyed, or controlling tech priest is slain, the model will do nothing other than fight in hand-to-hand combat if attacked. They will not move, assault, or make follow up moves. Another tech priest, vehicle crew, or support weapon servitor may take control of the model by moving within 2” of the model—but may not shoot during that turn. Servitors are powered by an electrical field that gives them a 4+ save.

M WS

BS

S T W I A Ld

Servitor

4 3 3 3 3 1 3 1 7

Servitors and Transport VehiclesIf a servitor is attached to a transport vehicle, it must be declared prior to the beginning of the game. The model must remain within 2” of the vehicle at all times or embarked. While embarked, the model counts against vehicle capacity. If the servitor breaks 2” coherency with the vehicle, the model will move 2d6” towards the vehicle during compulsory movement (counts as running).

Thudd GunsA crew of 2 servitors may man a thudd gun for +20 points. Multiple crews may form a battery, which follows dispersed coherency rules as a squad. Line of sight may be drawn from any member of the battery. Additional servitors may be added to a crew or battery for +10 points each.

THE INQUISITIONThe inquisition consists of inquisitors and the grey knights. They are fully devoted to the Emperor in their mission to hunt and eradicate daemons, xenos, and heretics.

INQUISITOR4

Page 5: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

Inquisitor 40 pointsMaster Inquisitor 55 pointsInquisitor Lord 70 pointsInquisitors are equipped with bolt pistol and power armour (3+ save). They may select any weapons from the space marine army list and up to 3 wargear items from the imperial guard or space marine army lists. Inquisitors may be independent characters or attached to squads.

Inquisitors are psyker models and cost an additional 10 points per mastery level—any inquisitor can be at any level of mastery (e.g. a master inquisitor, mastery level 4 would cost an additional 40 points, or 110 points total). For each level of mastery, the inquisitor may select 1 psychic power. Inquisitors are immune to psychology and never fail break tests.

M WS

BS

S T W I A Ld

Inquisitor

4 6 6 4 4 2 6 2 9

Master 4 7 7 5 5 3 7 3 9Lord 4 8 8 5 5 4 8 4 1

0

GREY KNIGHT TERMINATOR SQUAD65 points per modelThe grey knights squad consists of 3-5 grey knights, equipped with terminator armour (3+ save on 2D6) and nemesis force weapons. An inquisitor, master inquisitor, inquisitor lord, or grey knight champion (+20 points) may be included in the squad. The Grey knight champion may select additional weapons from the space marine army list and up to 1 wargear item from the space marine or Imperial Guard army list. Grey knights may teleport onto the battlefield for 50% of their point cost. Grey knights are immune to psychology. The squad collectively has a psychic mastery level of 1 and may select a single psychic power. If the squad is lead by a grey knight champion, the squad collectively has a psychic mastery level of 2. If the champion is killed, the squad reverts to mastery level 1 and loses 1 psychic power (chosen at random)

M WS

BS

S T W I A Ld

Grey 4 5 5 4 4 1 5 1 9

KnightTerminatorChampion

4 6 6 5 5 2 6 2 9

5

Page 6: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List4/26/2014

CHIMERA APC 40 pointsThe Chimera APC is a armoured transport vehicle capable of transporting 12 models (it may not transport terminator models). It may select 2 vehicle weapons and any vehicle upgrades.

Armourcapaci

tyBS

front

side/rear

12 3 21 18

LEMAN RUSS BATTLE TANK 85 pointsThe Leman Russ Battle Tank is a heavily armoured siege tank, equipped with either a battle cannon or demolisher cannon. It may also be equipped with 2 additional vehicle weapons and may select any vehicle upgrades

Armourcapaci

tyBS

front

side/rear

None 3 22 18

SENTINEL 45 pointsSentinels are open topped walkers, equipped with a single heavy weapon, linked to a targeter (+1 modifier to hit). The sentinel may select any item from the sentinel upgrade list.

M WS

BS S I A Ld

Sentinel 8 3 3 4 3 2 7Front Side/

RearArmour Value 15 15

Sentinel Heavy WeaponsAutocannon 20Heavy flamer 30Lascannon 30Missile launcher 20Multi-laser 15Plasma cannon 30

Sentinel UpgradesAblative armour 10Auto launchers 10Armoured crew compartment 15Camo netting 1Reinforced armour 10Hunter-killer missile 15Searchlight 1

Vehicle WeaponsMulti-laser 15Heavy flamer 30Heavy bolter 20Lascannon 30Multi-melta 30Plasma cannon 30

Vehicle Upgrades points

Ablative armour 10Auto launchers 10Armoured compartment 15Camo netting 1Dozer blade 5Reinforced armour 10Hunter-killer missile 15Searchlight 1Pintle-mounted heavy stubber 20Pintle-mounted storm bolter 10Track guards 10

6

Page 7: WH40K Army List - Imperial Guard (v6)

Imperial Guard Army List1/14/2013

Two-Handed WeaponsBolter 1Lasgun 1Shotgun 1Storm bolter 10

Assault Weapons points

Bolt pistol 1Chainsword 1Hand flamer 15Inferno pistol 15Laspistol 1Needle pistol 15Plasma pistol 15

Special WeaponsFlamer 15Grenade launcher 15Meltagun 15Plasma gun 15Shotgun 1Needle sniper rifle 15

Heavy WeaponsCharacter models may not select from the Heavy Weapons listAutocannon 20Heavy bolter 20Heavy flamer 30Lascannon 30Missile launcher (see missiles below)

20

Mole mortar 20Mortar (see mortar rounds below) 20Thudd gun 20

Missiles and Mortar RoundsBlind 8Choke 15Frag FreeKrak (missile only) FreePlasma (single round) 20Smoke 5

Wargear points

Auspex scanner 2Bionic arm 3Bionic eye 5Bionic leg 3Cameoline 20Carapace armour 4Combat drugs 50Master-crafted weapon 15Medallion crimson 15Targeter 5Teleport jammer 20

Officer Only WargearAegis suit 18Combat drugs 50Conversion field 20Digital lasers 6Displacer field 30Familiar (psykers only) 10Force weapon (psykers only) 40Infra goggles 5Macharian cross 20Power field 50Power fist 20Power weapon 10Psycannon (inquisition only) 40Psychic hood (psykers only) 25Refractor field 15Storm bolter 10Trademark item 10Warp jump generator 30

GrenadesBlind 8Choke 15Frag 2Krak 3Melta-bomb (single bomb) 5Plasma (single grenade) 20Smoke 5

7