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Wargear 8” 3 - Assault
Weapons and equipment found in the codex have rules here. While
One use only
not all weapon stats will be listed due to them being in the parent
and required Codex: Imperial Guard. Anything unique to the Unwieldy
Insurgents will be found here with full details and rules. Slow Burn**
*When throwing a Fire Bomb roll to hit as normal. On the roll of a 1
Weapons the Fire Bomb has gone off in the squad attempting to throw it,
resolve all damage against that squad. If a proper hit is rolled then it
Acid Sling: A small chemical weapon often used to
has gone off against the intended target and all damage will be
breakdown waste and materials in various factories resolved against that unit. When a **Fire Bomb s cause damage in a
across the Imperium. Not a weapon directly but when unique way. Once a unit is hit every model in that unit takes a hit
sprayed it can eat through even the thickest armour in automatically. Once all damage is resolved place a marker on that
seconds. unit. On the start of each players turn before movement roll a D6 for
Range Strength AP Type all markers. On the roll of a 1 the fire continues to burn and the
12” 2 2 Assault 2 entire unit is hit again and another marker is placed on the unit. On
the roll of a 2-6 the fire has burned away and is no longer in effect.
Autocannon: See Codex: Imperial Guard.
Flamer: See Codex: Imperial Guard.
Autogun: The Lasgun is the most used and widely
created gun in the Imperium, however, not all worlds Grenade Launcher: See Codex: Imperial Guard.
have access to them. On these worlds the standard slug
shooting rifle is still used. *Use stats for the Lasgun, see Heavy Close Combat Weapon: Not fancy or elegant
Codex: Imperial Guard* these weapons are still dangerous. Wielded often
without skill or concern weapons like sledges, industrial
Autopistol: Much like the Autogun, the Autopistol is a cutters and steel pipes are capable of killing off the
solid slug handgun favoured on worlds where Las toughest of enemies. These weapons give the bearer +2
technology is not available or to costly.*Use stats for the strength in Close Combat, but may never be combined
Laspistol, see Codex: Imperial Guard* with another weapon to gain +1 attack.
Demolition Charge: See Codex: Imperial Guard. Heavy Flamer: See Codex: Imperial Guard.
Explosive Charge: Crude and often poorly built is not a Heavy Stubber: See Codex: Imperial Guard.
downside to explosives. In fact the amount of readily
made explosives in the Imperium is infinite. It is no Improvised Explosive Mine: A simple but powerful
wonder such devices find their ways into the hands of explosive often hidden in brush and debris to slow
any who seek them. down and kill advancing forces. Due to the simplicity of
Range Strength AP Type . the design however there is no trigger system and they
Self 6 3 Blast will go off whenever anyone, friend or foe, gets to close.
One use only Range Strength AP Type
Suicide* NA 5 1 Stationary
*When using an Explosive charge place the center of the small blast Melta
marker directly over the model equipped. Any model touched by the
marker is automatically hit at full strength, roll to wound as normal. Lascannon: See Codex: Imperial Guard.
On a vehicle it causes an automatic glancing hit. Remove the model
equipped with the charge after all damage has been worked out. Laslock: A poorly built Las weapon of unstable power.
Often created by poor armies these weapons lack the
Fire Bomb: Molotov's, gas cans and just chemical fire finesse of a proper Las weapon and stability. Blowing
are all used to make crude fire bombs the masses up in the users face is common of these weapons.
employ to wage their wars. In battle these are tossed Range Strength AP Type
with little regard for safety causing a continuous burn 18” 3 5 Rapid Fire
on its victims (many times the thrower themselves) Gets Hot!
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Modified Sniper Rifle: Tampering with the sacred Range Strength AP Type
technology is against the rules for Imperial subjects; 36” * 4 Heavy 2
however insurgents have little regards for the rules. Blast
These weapons are often equipped with special ammo Barrage
or attachments that make them unique to each sniper. *The strength of a Thummper MKII varies depending on what is
Range Strength AP Type being fired. As such roll 2D6-2 to determine the strength each turn.
24” X 6 Heavy 1, If the strength is 1 or lower the weapon jams and is not able to be
fired this turn.
Sniper
Plasma Cutter: A weapon used to cut through the
Wave Cannon: A light version of the Multi-Melta this
materials used to create battle tanks and armoured
weapon started life as an industrial tool. Nowadays
creations. While hardly a weapon of design it is still a
though it is a common weapon used on hive worlds to
useful tool in the hands of an Insurgent.
send waves of super heated air at the enemy.
Range Strength AP Type
The Plasma cutter may be used in one of two ways; the
18” 5 3 Heavy 1
first is as a weapon with the following profile.
Melta
Range Strength AP Type .
Weeping Blade: This blade is of the finest quality and
6” 6 3 Pistol
dipped in the most lethal poisons the insurgents have at
Gets Hot!
hand. Any wounds caused by a Weeping Blade count as
The second is to use it in Close Combat. If used in Close
poisoned and auto wound anything with a toughness
Combat then the model counts as being armed with a
value on a 3+.
Power Weapon. However on any roll of a 1 to hit during
a combat the user suffers a Gets Hot! Result exactly as if
it had been fired. Vehicle Armoury
Boosters: Sometimes Insurgents equip propulsion
Portable Rocket Launcher (PRL): A small tube that boosters to their vehicles to get them out of harm’s way
delivers packed charges at a distance. While unwieldy fast.
and not overly reliable, the cheapness and quick
creation makes them a favoured weapon among the Any vehicle with this upgrade may, any turn roll 2D6
masses of insurgents and traitors alike. and move that many inches instead of moving normally
Range Strength AP Type this counts as having moved at Combat Speed no
30” 7 4 Heavy 1 matter how far moved. However this has risks, should
the vehicle roll double 1’s it has back-fired and is now
Shotgun: See Codex: Imperial Guard. immobilized for the rest of the game.
Thummper: A mortar for all intents and purposes. Enclosed Crew Compartment: See Codex: Imperial
However instead of a specialized shell being fired these Guard.
weapons are used to fire anything the user has at hand.
Range Strength AP Type Extra Armour: See Codex: Imperial Guard.
36” * 5 Heavy 1
Blast Riding Shotgun: While not literally riding shotgun, the
Barrage shotgun is a common weapon quickly added to vehicles
*The strength of a Thummper varies depending on what is being used in an Insurgent attack.
fired. As such roll 2D6-3 to determine the strength each turn. If the
strength is 1 or lower the weapon jams and is not able to be fired this The vehicle has a hull mounted Shotgun that may be
turn. fired by a passenger at his/her BS.
Thummper MKII: A type of siege weapon based of the Self-Destruct: A favourite among those with reckless
design of the Thummper. Unable to manufacture and streaks or with those willing to sacrifice anything to win
maintain large amounts of shells, this weapon is used to the day. Random explosives are attached to the vehicle
fire any type of explosive the insurgents have. in hopes of taking as many enemies down with it.
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Lang.
At any point in the movement phase the controlling Grants a 6+ save to any model wearing it.
player may opt to self destruct his vehicle(s). The
vehicle suffers a Vehicle Explodes result immediately. Reinforced Improvised Armour: More elaborate and
Instead of strength 3 however all models (friend and sturdy, this armour is able to ignore many types of
foe) within the determined range suffer a Strength 5 hit, small arms fire.
armour saves may be taken as normal. Due to the
explosives attached all hits against the vehicle gain +1 Grants a 4+ save to any model wearing it.
on the damage chart.
Other Equipment
Smoke Launchers: See Codex: Imperial Guard. Communication Relay: A device allowing the insurgents
to track enemy communications and provide false
Trained Crew: Training is something many people in a information, often slowing down enemy reinforcements
rebellion lack. The most trained men and women will bewhere they are needed most.
drafted into fighting units leaving only those without
skill to drive and fire the vehicles of the army. If a model with a Communications Relay is on the
Sometimes however these people find themselves board then all enemy reserves rolls suffer a -1 on their
surviving long enough to become veteran crews. reserve roll.
Any vehicle with this upgrade has a BS of 3. Insurgent Colours: Taking the form of a banner, icon or
other carried item the insurgents are empowered when
Stubb Cannon: A special cannon created by insurgents they see it.
to cause as much damage as possible. Firing two types
of explosive canisters the cannon is able to damage All models able to draw LoS to a model carrying the
large areas quickly. Insurgent Colours counts as scoring 1 extra wound
when calculating close combat results and in addition
When firing a Stubb Cannon you may choose which may re-roll all failed Morale and Pinning Tests.
type of shot to fire each turn.
Shrapnel: Local Intel Maps: Maps of the local battlefield are a
Range Strength AP Type . prize to any military force. With home field advantage
48” 5 4 Heavy 1 many insurgents are able to have working knowledge of
Large Blast these advantages and maps providing great tactical
High Yield: workings.
Range Strength AP Type .
48” 7 3 Heavy 1 If a model with a set of Local Intel Maps is on the board
Blast then all friendly reserves gain a +1 to their reserve roll.
Armour
Lucky Charm: Normally an iconic piece of equipment
Heavy Plate Armour: Poorly built armour meant only or kit these charms seem to radiate some sort of aura
for durability and survival. that protects its owner.
Grants a 3+ save and the Slow and Purposeful USR to Any model equipped with a Lucky Charm has a 6+
any model wearing it. A model may not ever Run or Invulnerable Save.
perform a Sweeping Advance while wearing Heavy
Plate Armour. Twilight Cloak: Believed to be blessed by eternal
darkness and stealth these cloaks are rare treasures for
Improvised Armour: Simple and easy to create this members of a cells brotherhood of assassins.
armour is literally anything the insurgents could get
their hands on. Any model equipped with a Twilight Cloak has a
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permanent 3+ Cover Save. This cannot be increased in remove the Low Ammo OR Breakdown special rule
anyway. from an effected unit. This can be done on any unit that
has one of these rules for a Manpower Point each.
The second is to convert local PDF, Imperial Army or
The Insurgency Army Special Rules private forces to your cause. These units are all from
Codex: Imperial Guard and are limited in the number
Army Wide Special Rules you can use. There is also a larger Manpower Point cost
Bandito: Being flashy is a trait of many insurgents and to be paid for these units. The list of troops that may be
those who want to gain support and popularity. The purchased from the Imperial Guard army list is as
idea of waving two pistols around is an appeal to many follows:
insurgents because of this. # Allowed Unit Name Cost
1 Command Platoon* 3 MPP
Any model with this special rule may count its two 2 Infantry Platoon(s) 2 MPP
pistols of the same type as twin-linked when shooting. 1 Veteran Squad 3 MPP
2 Chimera Transport(s) 2 MPP
Breakdown (Vehicles Only): Maintenance is not always 2 Rough Rider Squad(s) 2 MPP
an important part of an insurgency and because of this 1 Sentinel Squadron 3 MPP
the vehicles being utilized often have small mechanical 1 Hellhound Squadron 3 MPP
problems. 1 Artillery Battery 3 MPP
1 Leman Russ Squadron 4 MPP
Any vehicle (from either Codex: Insurgency or Codex: * Special/Unique Characters may never be attached to a
Imperial Guard) must roll a dice at the start of the move Command Platoon or any other unit taken from Codex:
phase. If a 1 is rolled then the vehicle can only move or Imperial Guard.
shoot that turn.
On My Own: At time groups of people with similar
Low Ammo: Rebellions are often poorly supplied for skills may be present in a rebellion. While they may be
long term engagements. Because of this ammo effective together they are even more potent when
shortages are a common problem among many events. deployed as single units or even single men.
Anytime a unit with this rule wishes to shoot it must A unit with this rule must deploy each unit purchased
roll a D6. On the roll of a 1 the unit is low on ammo. If for the same FOC space as individual units and are
low on ammo the unit may not shoot at a unit outside counted as their own unit for Kill Points and other
of 12” for this turn. scenario rules.
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no effect on vehicle...
Psyker Abilities Pyre: A great rolling ball of Warp fire is created and
Cascade: The Psyker wills up a large amount of energy rolls below the enemies of the psyker before exploding
and hurls it at the enemy. As it approaches it breaks into with great force.
smaller attacks and hits multiple times.
This power is used and counts as a shooting attack with
This power is used and counts as a shooting attack with the following profile
the following profile Range Strength AP Type
Range Strength AP Type 24” 5 4 Heavy 1
18” 4 - Assault D6 Large Blast
Blast
Pyske Bubble: A large field of pure warp energy is
Dissolve: The Psyker forces a warp creature to rend and created around the psyker as he swathes himself in its
tear at its enemy. protective power.
This Power is used and counts as a shooting attack with This power is used in your movement phase and last
the following profile until the end of your opponents next assault phase.
Range Strength AP Type When active the psyker and any unit he is attached to
36” 8 2 Heavy 1 have a 4+ Invulnerable Save.
Leaping Shadows: The Psyker uses his will to create Warp Point: The psyker reaches out and has the warp
elaborate and eerie shadows that plague his enemies grab a unit of allies and hurl them onto another point of
causing them to panic. the battlefield....not always a welcome move for those
chosen.
This power is used in the shooting phase and forces an
enemy unit that the psyker has LoS to, to make a LD This power is used in your movement phase. The
test on 3D6, removing the lowest dice rolled. If the test
psyker selects one friendly unit within 18” of himself
is failed the unit begins to fall back towards the nearest
(cannot be the unit he is attached to), once selected the
table edge immediately. unit is immediately replaced anywhere on the board via
the Deep Strike rule (scatter as normal). However not
Ooze: A foul cloud of pure warp energy is excreted all people are willing to be a psykers play toy and when
from the psykers hands and slowly spreads towards the the unit is moved it must roll a Ld test. If failed the unit
enemy. suffers D3 wounds (no saves of any kind allowed) as
members are lost in the warp from the struggle to be
This Power is used and counts as a shooting attack with free of the psykers hold.
the following profile
Range Strength AP Type
Template 1 D6 Assault 1
Poison (4+)
WS BS S T W I A Ld Sv Options:
Arganous 4 3 3 3 3 3 2 8 6+
• None
Composition:
1 Unique
Unit Type:
Infantry
Wargear:
Heavy Flamer
Autopistol
Close Combat Weapon
Improvised Armour
Twilight Cloak
Divine Book
Special Rules:
Faithful
One of the Men
WS BS S T W I A Ld Sv Options:
“Sigma” 4 3 3 3 2 4 3 9 6+ • None
Composition:
1 Unique
Unit Type:
Infantry
Wargear:
Autogun
Autopistol
The Sabre
Improvised Armour
Special Rules:
Deceit
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HQ
J. Mavik….……..…………..………...……......50 Points HQ
WS BS S T W I A Ld Sv Options:
Arganous 4 4 3 3 2 3 2 8 5+ • None
Composition:
1 Unique
Unit Type:
Infantry
Wargear:
Autogun
Autopistol
Close Combat Weapon
Flak Armour
Special Rules:
Independent Character
For the Cause!
Danger Close
That Wasn’t A Question, Soldier!
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HQ HQ
0 – 1 Command Cell Cadre……..….……......80 Points
WS BS S T W I A Ld Sv Options:
Command 4 3 3 3 1 3 2 9 6+ Any Command Operative may exchange his
Operative Autopistol and/or Close Combat Weapon for:
- Autopistol............................................1 Point
Composition: - Heavy Close Combat Weapon..........5 Points
10 Command Operatives - Plasma Cutter.................................15 Points
Any Command Operative may exchange his
Unit Type: Autogun with a Shotgun...........................................Free
Infantry Up to three Command Operatives may
exchange their Autoguns with:
Wargear: - Flamer.....................................................5 Points
Autogun - Fire Bomb...............................................5 Points
Autopistol - Grenade Launcher................................5 Points
Close Combat Weapon - Acid Sling............................................10 Points
Improvised Armour - PRL......................................................10 Points
Any remaining Command Operative may
Special Rules: take a single option below(one of each maximum)
Manpower Points (+2) - Communication Relay......................30 Points
Low Ammo - Local Intel Maps.................................30 Points
Bandito - Insurgent Colours..............................15 Points
Central Power The squad may choose a single Insurgent
For The Cause! Training for free and may purchase up to two more
for 25 points each
Agitator…………......………………….…...….12 Points
WS BS S T W I A Ld Sv Options:
Agitator 4 3 3 3 1 3 2 7 6+ Any Agitator may exchange his Autopistol
and/or Close Combat Weapon for:
Composition: - Autopistol..............................................1 Point
1 – 6 Agitators - Heavy Close Combat Weapon..........5 Points
- Plasma Cutter.....................................15 Points
Unit Type: Any Agitator may exchange his Autogun
Infantry with a Shotgun....................................................Free
Any Agitator may exchange his Improvised
Wargear: Armour with Heavy Plate Armour...................8 Points
Autogun Any Agitator may purchase a Lucky
Autopistol Charm..................................................................10 Points
Close Combat Weapon
Improvised Armour
Special Rules:
Independent Character
Manpower Points (+1 IF 4 or more Agitators
are taken)
Low Ammo
Bandito
One of the Men
Icon
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HQ
Unsanctioned Psyker…………......…….…….55 Points HQ
WS BS S T W I A Ld Sv
Psyker 2 2 3 3 2 3 2 7 6+ Options:
Alpha Psyker 2 3 3 3 3 3 2 8 6+
An Unsanctioned Pysker may upgrade to an
Alpha Psyker for +30 Points.
Composition:
A Psyker may exchange his Close Combat
1 Psyker
Weapon with a:
Force Weapon ....................................................20 Points
Unit Type:
A Psyker may exchange his Improvised
Infantry
Armour with Heavy Plate Armour.................10 Points
Psychic Powers:
Wargear:
May pick two if an Unsanctioned Psyker and
Autopistol
Five if an Alpha Psyker
Close Combat Weapon
• Cascade
Improvised Armour
• Dissolve
• Leaping Shadows
Special Rules:
• Ooze
Independent Character
• Puppet Master
Psyker
• Pyre
Unstable(Alpha Psyker Only)
• Warp Point
WS BS S T W I A Ld Sv
Assassin 4 3 3 3 2 4 2 6 - Options:
Master Assassin 5 3 3 3 3 5 3 8 -
An Assassin may upgrade to a Master
Assassin for +30 Points.
Composition:
1 Assassin
Unit Type:
Infantry
Wargear:
Two Weeping Blades
Twilight Cloak
Special Rules:
Counter Attack
Hidden
Fury(Master Assassin Only)
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ELITE ELITE
Sniper Cell…………………........………30 Points Each
WS BS S T W I A Ld Sv
Options:
Sniper 2 4 3 3 2 3 1 6 6+
Any Sniper may purchase one ammo
upgrade:
Composition: - Shredder Rounds..................................5 Points
1 - 3 Snipers - Poisoned Rounds................................10 Points
- Explosive Rounds...............................10 Points
Unit Type: - Phase Rounds......................................15 Points
Infantry
Wargear:
Modified Sniper Rifle
Autopistol
Improvised Armour
Special Rules:
Stealth
Infiltrate
On My Own
I See You!
WS BS S T W I A Ld Sv
Options:
Commando 4 3 3 3 1 3 1 6 6+ May have up to ten
- additional Commando...............8 Points Each
Composition: Any Commando may exchange his Autogun
10 Commandos with a
Shotgun........................................................................Free
Unit Type: Up to three Commandos may exchange
Infantry their Autogun with:
- Flamer....................................................5 Points
Wargear: - Grenade Launcher................................5 Points
Autogun - Acid Sling............................................10 Points
Autopistol - Demo Charge......................................20 Points
Improvised Armour The squad may choose a single Insurgent
Training for free and may purchase up to one more
Special Rules: for 25 points.
Manpower Points (+1, +2 IF 15 or more
Commandos are taken)
Insurgent
Low Ammo
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ELITE ELITE
Brutes..................................................................75 Points
WS BS S T W I A Ld Sv Options:
Brute 3 2 4 4 2 1 3 5 6+ May have up to seven
- additional Brutes.......................25 Points Each
Composition: The entire squad may take Heavy Plate
3 Brutes Armour for 10 Points per Model.
Unit Type:
Infantry
Wargear:
Heavy Close Combat Weapon
Improvised Armour
Special Rules:
Drugged
Stupid
Inmates…….........................................................60 Points
WS BS S T W I A Ld Sv Options:
Inmate 3 3 3 3 1 4 1 7 - May have up to fifteen
- additional Inmates......................6 Points Each
Composition:
10 Inmates
Unit Type:
Infantry
Wargear:
See Special Rules
Special Rules:
Stubborn
Jack of all Trades
Lawless
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TROOPS TROOPS
Insurgent Operatives…………………….....…50 Points
WS BS S T W I A Ld Sv
Options:
Insurgent 3 2 3 3 1 3 1 5 6
May have up to ten
- additional Insurgents.................5 Points Each
Composition:
Up to two Insurgents may exchange their
10 Insurgent Operatives
Autogun with:
- Flamer....................................................5 Points
Unit Type:
- Grenade Launcher................................5 Points
Infantry
- Acid Sling............................................10 Points
- Demo Charge......................................20 Points
Wargear:
The squad may choose a single Insurgent
Autogun
Training for 25 points.
Improvised Armour
Special Rules:
Manpower Points(+1)
Insurgent
Low Ammo
0 – 1 Mutants…………………….........……….80 Points
WS BS S T W I A Ld Sv
Options:
Mutant 2 2 3 4 1 2 1 4 5+
May have up to thirty
- additional Mutants.....................4 Points Each
Composition:
The entire squad may purchase Laslocks for
20 Mutants
2 points per model.
Up to two Mutants in every 10 may take:
Unit Type:
- Flamer.....................................................5 Points
Infantry
- Fire Bomb...............................................5 Points
- Heavy Close Combat Weapon............5 Points
Wargear:
The squad may purchase any number of
Tools and Debris(Single Hand Weapon)
mutations:
- Thick Skin(3+ Save)............................50 Points
Special Rules:
- Long Legs(+1 Initiative and Move as
Oppressed
Beasts).................................................................50 Points
Fodder
- Strong(+1 Strength)...........................50 Points
- Rabid(+1 Attack)................................50 Points
- Wyrd(5+ Inv Save).............................50 Points
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TROOPS
TROOPS
0 – 1 The Mob.……………....………...….….200 Points
**The Mob is a unique unit. It does not take up any Troops Slot in
the Force organization Chart and can only be taken once**
WS BS S T W I A Ld Sv
Civilian 1 1 3 3 1 3 1 4 -
Options:
Martyr 1 1 3 3 1 3 1 4 - • None
Composition:
45 Civilians
5 Martyrs
Unit Type:
Infantry
Wargear:
Anything and Everything(Two Hand
Weapons)
Explosive Charges(Martyrs Only)
Special Rules:
Mob Rules
Martyr(Martyrs Only)
--Dedicated Transports
Technical………….......……………............…22 Points
BS FA SA RA
Technical 2 10 9 9
Options:
Any Technical may exchange its Heavy
Unit Type: Stubber with a
Vehicle(open-topped) - Twin-Linked Heavy Flamer......................Free
- Twin-Linked Autocannon.................15 Points
Wargear: - Twin-Linked Lascannon....................30 Points
Twin-Linked Heavy Stubber Any Technical may take any of the
following:
Transport Capacity: - Boosters...............................................10 Points
12 Models - Extra Armour......................................10 Points
- Riding Shotgun.....................................5 Points
- Self Destruct........................................15 Points
- Smoke Launchers.................................5 Points
- Trained Crew......................................10 Points
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FAST ATTACK
Insurgent Response Units……..………...……80 Points FAST ATTACK
WS BS S T W I A Ld Sv
Insurgent 3 2 3 3 1 3 1 5 6+ Options:
May have an
Composition: - additional 12 Insurgents and 1
12 Insurgents and 1 Technical Technical..............................................................80 Points
OR
Unit Type: - additional 24 Insurgents and 2
Infantry Technical’s’........................................................160 Points
Vehicle(open-topped) [Technical] Up to two Insurgents in every unit of 12
may exchange their Autogun with:
Wargear: - Flamer....................................................5 Points
Autogun - Grenade Launcher................................5 Points
Improvised Armour - Acid Sling............................................10 Points
- Demo Charge......................................20 Points
Special Rules: The squad(s) may (each) choose a single
Manpower Points (+1, +2 IF 3 Squads are Insurgent Training for 25 points (each).
taken)
Insurgent
Low Ammo
On My Own
WS BS S T W I A Ld Sv Options:
Outrider 3 3 3 3(4) 2 3 2 5 3+ Any Outrider may exchange its Heavy
Stubber with a:
Composition: - PRL.......................................................10 Points
1 - 3 Outriders
Unit Type:
Bike
Wargear:
Twin-Linked Heavy Stubber
Special Rules:
Scout
On My Own
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FAST ATTACK FAST ATTACK
Pack Animals…......…………………………….40 Points
WS BS S T W I A Ld Sv
Options:
Brute 3 0 4 3 1 5 2 5 - May have up to fifteen
- additional Pack Animals............8 Points Each
Composition:
5 Pack Animals
Unit Type:
Beasts
Wargear:
Fangs and Claws(Hand Weapon)
Special Rules:
Furious Charge
Skittish
Skythocopter.....................................................55 Points
BS FA SA RA Options:
Skythocopter 2 10 10 10
May add a single hull mounted weapon:
- Autocannon.........................................15 Points
Composition: - Lascannon............................................30 Points
1 Skythocopter - PRL.......................................................10 Points
- Wave Cannon......................................15 Points
Unit Type:
Vehicle(fast, skimmer)
Wargear:
2 Twin-Linked Heavy Stubbers
Special Rules:
Scout
Forward Observer
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HEAVY SUPPORT HEAVY SUPPORT
Insurgent Tank Hunters………….....…………60 Points
WS BS S T W I A Ld Sv Options:
Insurgent 3 2 3 3 1 3 1 5 6+ May have up to five
- additional Insurgents...............12 Points Each
Composition: The squad may choose a single Insurgent
5 Insurgents Training for 25 points.
Unit Type:
Infantry
Wargear:
PRL
Autopistol
Improvised Armour
Special Rules:
Tank Hunters
Manpower Points (+1)
Insurgent
Low Ammo
WS BS S T W I A Ld Sv Options:
Battery 3 2 3 3 2 3 1 5 6+ • None
Composition:
3 Thummper MKII Batteries
Unit Type:
Artillery
Wargear:
Thummper MKII
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
HEAVY SUPPORT HEAVY SUPPORT
Modified Technical Squadron…..……75 Points Each
BS FA SA RA Options:
Modified Technical 2 11 10 9
Any Modified Technical may exchange its
Heavy Stubber with a
Composition:
- Twin-Linked Heavy Flamer......................Free
1 – 3 Modified Technical’s’
- Twin-Linked Autocannon.................15 Points
- Twin-Linked Lascannon....................30 Points
Unit Type:
Any Modified Technical may take any of the
Vehicle(open-topped, tank)
following:
- Boosters................................................10 Points
Wargear:
- Enclosed Crew Compartment..........10 Points
Stubb Cannon
- Extra Armour......................................10 Points
Twin-Linked Heavy Stubber
- Riding Shotgun.....................................5 Points
- Self Destruct........................................15 Points
Special Rules:
- Smoke Launchers.................................5 Points
Squadron
- Trained Crew.......................................10 Points
Composition: Options:
May Place up to 3 Mines. • None
Special Rules:
Mine!
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.