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+++IMPERIAL GUARD+++

Created by Errien Teunisse

+++Special Rules+++
Calculated Leadership
The Imperial Guard functions only through strict adherence to Regimental organisation and the competence and
level-headedness of its Officers.
Any guardsmen may use the leadership of any model with the Officer special rule for all Morale, Pinning and target
priority checks if they are within 6 (for Junior Officers and other models with the Officer rule) or 9 (For Senior
Officers and Heroic Senior Officers). They may also attempt to regroup, even if they are below half strength, if they
are within this range (this can be used in conjunction of a Vox, see below).
This cannot be used if the Officer is in base to base contact with an enemy model, falling back, or is pinned.
Close Order Drill
Shoulder to shoulder, men! Present bayonets! Steel is all they will find here! Let none through! Protect your
brothers to the left and right, and they will do the same for you! Colonel Farnier of the 14th Rifles at the defence of
the Basilica of the Thorned Rose.
During their movement phase any Imperial guard unit with more than 5 models may adopt Close Order drill. To do
this all models must be moved into base to base formation. While in Close Order drill the unit gains +1 In and +1
WS.
Cannot be used by Ogryns or Rough Riders
+++WARGEAR+++
Heavy Stubber
The Heavy Stubber is a place name for any medium sized, high rate of fire weapon. The usual classification is bigger
than a lasgun, smaller than a heavy bolter. The standard infantryman cant use the Stubber unless they slow down to
brace for its massive recoil, but many regiments still take it for its useful suppressive abilities, and to allow the
lasguns to get into close range.
The Heavy Stubber is a ranged weapon with Range: 18 S4 Ap6 Heavy 3.
During the Movement phase any infantry model with a Heavy Stubber may use the Slow and Purposeful universal
special rule for the remainder of the turn.
Do not forget that although for shooting and assaulting purposes this only affects the model with the Heavy Stubber, a
unit may only move as fast as its slowest member, so the difficult terrain roll affects the whole squad.
Hunting Lance

Rough Riders of the Imperial Guard usually use this weapon as a method to deter enemy assaults. It is
a large spear which mounts a small explosive device to it. When Charging the Rough Riders will sink the spear tip
into their foe which then triggers the explosive.
The Hunting Lance is a two handed weapon. The first time the model with the Hunting Lance charges they gain +1 In
and +1 Strength (usable with other bonuses such as Furious Charge) and they count as having power weapons. Once
that assault phase ends the lance is discarded and so gives no further benefit.
If the wielder of the lance is charged before they can use it they may still gain the power weapon bonus if they wish,
but all other bonuses are ignored. The lance is then discarded.
Lasguns
The Lasgun is the most ubiquitous and prevalent weapon in His Majesties Imperial Guard. It is known for being
resilient and powerful. Most Imperial Guard regiments use it at single shot at longer ranges and then switch it to
fully automatic when closing with the enemy to suppress the enemy and gain the advantage.
The lasgun is a Rapid Fire weapon with the following profile.
Range 24 S 3 Ap Rapid fire
The lasgun follows all the normal Rapid fire rules except when within 12 the Lasgun can choose to fire 3 shots
rather than the normal 2.
Macharian Star
Named after the most glorious of Imperial Guard Commanders, Lord Solar Macharius, This honour is given to any
Officer who has excelled himself on the strategic side of the field of battle.
After Deployment but before the first turn commences, the Imperial Guard player may redeploy D3 units, (following
all normal deployment rules). No model may be redeployed more than 12 from its starting position.
Medallion Crimson
The Medallion Crimson is an honorific given to soldiers who have received grievous wounds in the name of the
Imperium. As is the nature of the award that most of the time it is awarded posthumously. Although those who survive
to take to the field again are truly hardy individuals.
The model can ignore the first Instant death they receive; they take a single wound instead.
Platoon standard
Each Platoon has an emblem which it learns to love. Sometimes a standard, sometimes an Icon, Sometimes a form of
mascot.
Any fleeing guardsmen unit within 8 of the Platoon standard must reroll their failed rally tests.
Regimental standard
A Heroic Senior Officer of a regiment will have a personal standard, one which is a clear indicator to all Guardsmen
that the Commander is with them and his banner held aloft is a clear insult to any enemy they face.
Any fleeing guardsmen unit within 8 of the Regimental standard must reroll their failed rally tests.

Also when the model with the Regimental standard charges into combat all Imperial Guard models within that
combat benefit from +1 attack for that round only.
Vox castor/ Master Vox
The Vox Castor is a simple communications device which has been created to aid Officers in their command and
control of the battlefield. Many variations of this system exist within the Imperium including the telepath soldiers of
Seperus Prime and the drummers of Karshnak four.
If a model in a unit is upgraded to have a Vox operator then it may use the Calculated Leadership special rule of any
Junior Officer or Heroic Senior Officer, provided that the Officer is also in a squad with a Vox operator, even if they
are outside the normal range.
This cannot be used if the vox operator in the unit is killed, or if no Officers with access to Vox Operators remain.
+++DOCTRINES+++
Doctrines are training disciplines which is what gives the Imperial Guard its tremendous edge. No matter what the
foe, no matter the terrain, no matter the cost. There will always be trained and hardened individuals ready to fight.
Heavy Infantry
Heavy Infantry are frequently employed as shock troops; they are given advanced armour and training so they can
move forward and crush their opponents with Imperial Steel. Notable Heavy Infantry units are members of the
Cadian Shock troops, The Volpone Bluebloods and the Vostroyan Firstborn.
Members of a Heavy Infantry platoon are given carapace armour. Carapace armour gives any Infantry models a 4+
armour save.
Sharpshooters
Some regiments of the Imperial Guard specialise in accuracy training and spend most of their time honing their skills
on the firing range (and sometimes, in firing squads). At the end of their training
they are much more capable of placing kill shots, even in swirling close ranged action.
Any BS3 model with Sharpshooters may re-roll any roll of a 1 on the to hit roll when shooting. This may not be
used with plasma guns as they are temperamental weapons which are difficult to aim properly by any.
Light Infantry
The unit has been versed the ways of stealth and misdirection, able to reach positions unattainable by direct assault.
The Tanith 1st (also known as the Tanith First and Only and Gaunts Ghosts) blazed a path of glory using their
skills as a scouting and light infantry regiment.
Infantry units only. Unit gains the Infiltrate special rule.
Grav Chutes
The Grav Chute is an all purpose term for any kind of method which allows Guardsmen to drop onto their target from
the sky. Some examples include using low flying troop ships and rappelling lines, parachutes or even rare anti-grav
jump packs.
Infantry units and Sentinels only. The unit may use the Deep strike special rule.

Cameleoline
This is another all purpose term for any form of mobile camouflage which can be given to units. There are many
examples including the Camo Cloaks of the Tanith first to the Reflective glass plates of the Vitrian Dragoons.
Infantry units only. Gives the unit the Stealth special rule and a 6+ cover save while in the open.
+++Vehicle Upgrades+++
Extra armour
Over time, vehicle crews grow fond of their vehicle, giving them hundreds of personalised upgrades
and enhancements (much to the consternation of the Adeptus Mechanicus). A prominent one is the addition of
armoured shock plates to the Exterior and Interior of the vehicle to reduce the normal shakes of minor impacts.
The Vehicle turns any Crew Stunned results into Crew Shaken results.
Track Guards
A standard upgrade for all vehicles of the Imperial guard, additional armour plates are added to the tops of the
tracks and the tracks themselves are strengthened and well maintained, making the chances of losing or slipping a
track much more difficult.
The Vehicle has a 4+ save against any Immobilised results. If this is passed treat the hit as a Crew Stunned result.
Reinforced weapons mount
Over time it has been realised that certain weapons on Imperial tanks are vulnerable to enemy fire. It has been
deemed that these weapons have upgraded sponsons and turrets, reducing the chances of disabling the weapon.
A single weapon on the vehicle has a reinforced mount. If an enemy player chooses this weapon on a weapon
destroyed result roll a dice. On a 4+ the result opponent must choose a different weapon to destroy.
Hunter Killer Missile
A single Hunter Killer missile has been the unseen bane of many enemy vehicles as it flies out from the distance. The
launching of Hunter Killers has presaged innumerable vehicle outflank attacks.
The vehicle mounts a single Hunter Killer missile.
Range: Unlimited S8 Ap3 Heavy 1
Rough Terrain Mechanism
Some vehicles need to be adapted to fight in terrain which could easily slip a track or disable a wheel. This
adaptation usually takes the form of a Dozer blade (sometimes relieved from a local construction guild)
The Vehicle may re-roll any Difficult or Dangerous terrain rolls
Pintle Heavy Stubber
I may be the captain, but that doesnt mean ill sit there with a laspistolgive me something with a bit more
Oomph!- Captain Verdes, 13th Pardus tank Regiment.
The vehicle mounts a pintle Heavy stubber.

+++HQ+++
1- HQ Command squad
An army is only as good as its Commander. If a Commander is weak, his army falls, if a Commander is strong,
Glory awaits.- Tactica Imperialis.
Name
Ws
Bs
S
T
W
I
At
Ld
Save
Heroic Senior Officer
4
4
3
3
3
4
3
9
5+
Senior Officer
4
4
3
3
2
4
2
8
5+
Veteran
3
4
3
3
1
3
2
7
5+
Ogryn
4
2
4(6) 4
3
3
2
7
4+
Unit Size: The HQ Command squad consists of 1 Senior Officer and 4 Veterans.
Points: 60
Weapons: The Officer is armed with:
Laspistol
Close Combat Weapon
frag and krak Grenades
Each Veteran is armed with:
Lasgun
Laspistol
frag and krak grenades

Options:
The Senior Officer can upgrade to be a Heroic Senior Officer at +20 points.
The Officer may replace his Laspistol for a Bolt Pistol at +1 point and a Plasma Pistol for +15 points
The Officer may replace his Close Combat Weapon with a Power weapon at +5 points and a Power Fist at +15 points.
The Officer may be given a Refractor Field (5+ Invulnerable save) for +10 points. He may also take a meltabomb for
+5 points.
The Officer may take the Medallion Crimson at +10 points
The Officer may take the Macharian Cross at +20 points
Up to 4 Veterans may replace their lasguns with one the following weapons each:
Grenade Launcher-10
Plasma gun -15
Meltagun- 10
Flamer-5
Heavy Stubber- 10

The Command squad may purchase up to 2 of the following upgrades, which affects both the squad and the Officer.
Any upgrades purchased here may be taken by any support squads purchased from the command squad, costing the
same points below for each squad.
- Heavy Infantry for +10 points
- Grav Chutes- +20 points
- Sharpshooters- +10 points
- Light Infantry- +15 points
- Cameleoline- +15 points
If the Command squad takes Heavy Infantry doctrine they may upgrade their lasguns and laspistols to
Hellguns for +10 points for the squad.
A single Veteran may be given a Platoon Standard for +10 points or a Regimental standard for +30 points.
A veteran may take a Master Vox for +15 points.
The unit may purchase an Ogryn Bodyguard at +20 points. The Ogryn is exactly the same as its unit entry; it may
also use the Bodyguard rule. (See below)
The Command squad may take a Chimera (see: Motor Pool)
Special rules
Officer
The Senior Officer (or Heroic Senior Officer) is a member of the Officer class.
Bodyguard
Veterans and Ogryn Bodyguards are totally loyal to their officer and will protect him from any and all harm if they
possibly can.
At the beginning of any Assault Phase the Officer may swap his position with any other member of the Command
squad.
Support Squads
The Command squad can purchase up to 5 Support squads. They are totally Independent from the Command squad
but they all must be deployed at the same time. No more than 2 of the same unit may be taken
Fire Support Squad
Unit Size: 6 Guardsmen
Points: 30 points
Weapons: Lasguns
Options:
MUST take one of the following:
3 Heavy Bolters- 40
3 Autocannons- 45
3 Missile launchers- 45
3 Lascannons- 70

Mortar Squad
Unit Size: 6 Guardsmen
Points: 60 points
Weapons: Lasguns
Come with 3 Mortars
Sentinel Squad
See Unit entry. (Fast Attack)
Sentinels purchased from HQ command squads may not purchase the Independent formation upgrade.
Field Artillery
Unit size: 1-3 Artillery pieces and 3 guardsmen per piece.
Points: 70 per Artillery piece
Weapons: Lasguns
Options:
The Artillery must be one of these two weapons:
-Thudd gun
-Heavy mortar
Independent squadron
When deploying, Field Artillery squadrons may choose to deploy like a normal Artillery unit, or as an independent
squad where each Artillery piece is deployed and acts like a separate unit for the duration of the battle.
Special weapons squad
Unit Size: 6 guardsmen
Points: 30
Weapons: Lasguns:
Options:
Up to 3 guardsmen may each replace their lasguns for one of the following special weapons:
Grenade Launcher-10
Plasma gun- 15
Meltagun- 10
Flamer- 5
Heavy Stubber - 10
Heavy Flamer- 15
Demo Charge (may only take 1) - 15
Each guardsmen may replace their Lasgun with a Shotgun at +1 point each
Sniper Squad
Unit Size: 6 Guardsmen
Points: 70
Weapons: Sniper Rifles
Special Rules
Infiltrate
Marksmen

As the way to a mans heart is through his stomach, the way to a mans mind is through his head. It should be
remembered that the man who keeps his head will win the battle- De Marchess, thoughts
Imperial guard snipers are BS4.
When an Imperial guard sniper squad fires at an enemy unit they may always allocate a single successful to hit roll to
any model in the enemy unit.
+++ADVISORS+++
Advisors are a Catch-all phrase for a large number of Representatives of the Imperium into Imperial Guard armies
and also autonomous agents with specialised skills within the Guard. They are to be found wherever they believe
their skills will be most useful, usually in the thick of the fighting.
Advisors are a specialised Imperial Guard only army choice which are used to increase the power of individual
squads, Advisors are purchased in batches of 1-5 of each specific type of advisor, but they must conform to all of the
following rules:

Although 1-5 of each Advisor are purchased, they are not a normal squad or character, they follow their own
deployment rules below.

Any model with the Advisor Special rule must be attached to any non vehicle unit before deployment. They
count as squad leaders and cannot leave their chosen unit unless it is destroyed. No more than 1 Advisor may join
a single squad.

Advisors gain the armour save of the unit they have joined (not invulnerable saves, only armour saves). If they
have joined a Rough Rider unit they move as Cavalry (only if converted appropriately, however.)

Advisors also gain the special rules of any squad they join (So if a Commissar joined a Stormtrooper squad they
would have the Infiltrate, Deep Strike AND the Mission Accomplished special rule)

The HQ Command Squad may take more than 1 advisor, but may only take 1 of each type (Commissar, Priest,
Sanctioned Psyker, medic)

0-1 Commissars
Rigid Adherents to the Imperial Creed, Commissars are ruthless, fearless individuals whose dedication to the service
of the Emperor overrides any compassion or mercy for the men they must sometimes lead in battle. Universally
feared by those around them, Commissars have the power to execute any troopers (or officers) found wanting.
Name
Ws
Bs
S
T
W
I
A
Ld
Sv
Commissar
4
4
3
3
2
4
2
10
5+
Unit size: You may purchase 1-5 Commissars
Points: 20 points each
Weapons: Each Commissar comes with:
laspistol
Close Combat Weapon
Options:
They may upgrade the Laspistol to a bolt pistol for +1 point or a plasma pistol for +15
They may upgrade their Close combat weapon for a power weapon at +5 points or a power fist at +15 points.

Special rules
Advisor
Inspiring Presence
The presence of an Imperial Commissar does wonders for focusing the minds and abilities of the guardsmen around
them.
If the Commissar is attached to a unit with model with the Officer special rule, the Officer gains +1 Ld while the
Commissar is alive (able to be used with the Calculated Leadership rule).
If the Commissar is joined to a unit with no officer, then he takes command and counts as a squadron leader
Summary Execution
The Imperial Commissar is given the free will to decide if there is a weak link in the chain of command, and the
power to execute this individual without trial.
If any unit a commissar has joined fails a Morale or pinning test of any kind, the Imperial guard player must
immediately remove a model from the unit (not the Commissar!) and the test is then automatically passed. If no
guardsmen survive, the Commissar becomes fearless.
If the Commissar executes a model with the Officer special rule (or if they die in any other way), he immediately
takes charge of their duties. The Commissar counts as an officer for the purposes of the calculating leadership
special rule for the duration of the battle.

Name
Ws
Bs
S
Medic
3
3
3
Unit Size: You may purchase 1-5 Medics
Points: 30 points each
Weapons: The Medic comes with:
Laspistol
Scalpels (count as Close Combat weapon)

0-1 Medics
T
W
3
1

I
3

A
1

Ld
7

Special Rules
Advisor
Protect the Emperors Children
The Medic is the dispenser of wellbeing and health within the Imperial Guard. He gives surgery to those who
need it and pass around medicae approved drugs to aid in battle readiness and ability.
The Medic and the squad he is with gains the 'Feel No Pain' Special Ability, but it only works on a 5+ rather than a
4+.
+++ELITES+++
Hardened Veteran Squad

Every Imperial regiment includes some truly hardened individuals. They know every aspect of every war. They are
allowed some free reign by many Officers as the expertise they know can only be taught in the field and the lessons
are harsh, the penalties harsher.
Name
Ws
Bs
S
T
W
I
A
Ld
Sv
Veteran 4
4
3
3
1
3
1
8
5+
Officer 4
4
3
3
1
3
2
8
5+
Unit size- 5-10
Points- 9
Weapons: Each Veteran comes with:
Laspistol
Close Combat Weapon
Lasgun
Frag grenades
Meltabombs.

Options:
Up to 3 veterans may take from the following weapons:
Grenade Launcher- 10
Plasma gun- 15 points
Meltagun- 10
Flamer- 5
Stubber- 10
A single veteran may take from the following heavy weapons (they do not lose any of their original weapons):
Heavy Bolter- 10
Autocannon- 15
Missile Launcher- 20
Lascannon- 30
Demo Charge- 20
Any number of Veterans may exchange their lasguns for Shotguns at +1 point each
A single Veteran may be upgraded to a Veteran Sergeant for +10 points
The Veteran Sergeant may upgrade his Close Combat weapon to:
Power weapon- 5
Power fist- 10
The Veteran sergeant may replace his laspistol for a plasma pistol at +15 points.
The unit may take a Chimera
A single Veteran may take a vox caster at +5 points
The Veteran Sergeant may take an Honorifica Imperialis at +20 points. If he does so his Stats will be the same as the
Heroic Senior Officer, he will gain the Officer Special Rule and his Hardened Veteran squadron will count as an HQ

choice.
If he does this up to 2 Hardened Veteran squadrons may be taken as Troops choices.
Special Rules
Infiltrate
Stormtrooper Squadron
Stormtroopers are trained by the Schola Progenium to perform the scalpel work sometimes needed by the Imperial
Guard. They are given the best armour, the best weapons and the best training known to His Majesties Imperial
Guard and their pampered existence gained them the nicknames Glory boys and Toy soldiers.
Name
Ws
Bs
S
T
W
I
A
Ld
Sv
Stormtrooper 3
4
3
3
1
3
1
8
4+
Sergeant
3
4
3
3
1
3
2
8
4+
Unit Size: 5-10
Points- 13
Weapons: Each Stormtrooper comes with:
Hellgun
Frag and Krak grenades
Targeter
Carapace armour
Options:
Up to 2 Stormtroopers can replace their Hellguns with a
special weapon from the following list:
Grenade Launcher- 10
Plasma gun- 15 points
Meltagun- 10
Flamer- 5
Stubber- 10
Heavy Flamer- 15
May take a Chimera
May take a vox caster at +5 points
A Single Stormtrooper must be designated as a sergeant at +20 points
He is armed with a Hellpistol (same as a Hellgun in all ways) and a CCW.
He may upgrade the CCW to be a power weapon at +5 points.
He may upgrade his Hellpistol to:
Bolt Pistol- 0
Bolter- 0
Plasma Pistol- 15

The Sergeant may take an Honorifica Imperialis at +20 points. If he does so his Stats will be the same as the Heroic
Senior Officer, he will gain the Officer Special Rule and his Stormtrooper squadron will count as an HQ choice.
If he does this up to 2 Storm trooper squadrons may be taken as Troops choices.
Special Rules
Infiltrate
Deep Strike.
Suppression
The Hellgun is a frightening weapon, putting out volumes of high powered shots and its characteristic roar while
firing will make even the stoutest of enemies hide in fear.
Hellguns cause Pinning.
Mission Accomplished
Stormtroopers are known for being some of the most tenacious soldiers when attempting to gain an objective.
Stormtroopers ALWAYS count as a scoring unit as long as the sergeant survives. Even if taken below half strength
and even if the mission rules forbid it.
Ogryn Mob
Hur hur hur hursmash
W
I
A
Ld
3
3
2
8
3
3
3
8

Name
Ws
Bs
S
T
Ogryn
4
2
4(6)
4
Bone ead
4
2
4(6)
4
Unit size- 3-10
Points- 20
Weapons- Ripper gun
Options:
A single Ogryn may be upgraded to a Bone Ead for +10 points.
The bone ead can take a Powerfist for +20 points

Sv
4+
4+

If the unit has a Bone Ead, or if they have a Commissar attached to them, and have less than 12 troop capacity
(Ogryns count as 2, Advisors as 1) then they purchase a Chimera.
Special RulesBrawlers
Ogryns have learnt to use their size and strength against their opponents, taking the enemy charge and wrestling
them to the ground.
Ogryns have access to the Counter Attack Universal Special rule. Also, when charged, Ogryns still gain their
charging bonuses.

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