You are on page 1of 18

Range Strength AP Type

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the roll of a 2-6 the fire has burned away and is no longer in effect.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!
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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.
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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.

Manpower Points: It is not only angry citizens and Insurgent Training________________________________


outcasts that flock to an insurgency when times of crisis Some members of the rebellion may have unique skills
arise. Sometimes the army themselves will find its ranks they bring to the war. These units are represented by
split as parts move to join the rebellion. the Insurgent special rule and the Insurgent Training
option in their unit entry. A unit with these options may
Manpower Points are a special set of bonus points for the cost listed obtain these skills for the battle.
generated by some units in this codex. If the unit has
this rule then a number in brackets will appear. This is Each skill may only be chosen once by a unit can in
the number of Manpower Points the unit provides. In some cases change several options from what is listed in
some cases there may be a required number of models the unit’s entry.
in the unit to be able to generate these points.
The trainings available are:
In order to spend Manpower Points you must calculate
your total. Once done you have two options. Armoured: The squad has access to better armour than
usual. The unit is now equipped with Reinforced
The first option is the use of 1 Manpower Point to Improvised Armour.
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
Covert: These operatives are used to sneak into enemy
positions and cause havoc. The unit gains the Stealth
USR and in addition may only be targeted via the Night
Fight rules.

Guerrillas: These are the masters of ambush and


withdrawal. The unit gains the Hit and Run and the
Fleet USRs.

Marksmen: This group has been trained to shoot


sharper and without pause. The unit gains +1 to their BS
skill.

Noble: While not noble in the common sense these men


and women are ready to die for their cause and spring
forward to meet death head on. The unit gains the
Counter Attack USR and is Fearless.

Recon: The squad is sent forward to scout enemy


movements. The unit gains the Infiltrate USR.
*May only be taken if squad is without a transport and
number 10 or less models*

Support: These squads are used to provide covering


fire to their allies. Instead of taking the listed special
weapons within the squad, they may instead upgrade
to have 2 Heavy Weapon Teams (see Codex: Imperial
Guard) with Heavy Stubbers for 5 point each team.
Each team may exchange their Heavy Stubber with any
weapon listed below at the points cost provided.
Autocannon............................................................15 Points
Heavy Flamer..................................................................Free
Lascannon...............................................................30 Points
Thummper..............................................................10 Points
Wave Cannon.........................................................15 Points
*May only be taken by squads able to purchase special
weapons*

Well Supplied: This squad has somehow gained access


to a vehicle not being used elsewhere. The unit may
purchase a Technical or Chimera (if proper Manpower
Points were paid) as a transport vehicle.
*May only be taken by squads that number 12 or less models
and who have not taken the Recon training*

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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+)

Puppet Master: Unhinging the minds of lesser foes is


something psykers love. Using those under their control
to attack their own allies is even better.

This power is used in the shooting phase and counts as


a shooting attack, if successful one enemy unit within
12” of the psyker becomes his puppets. The psyker may
now have that unit shoot at any other unit on the board
following normal weapon restrictions. This power has
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
HQ HQ
Arganous….……..…………………...……......70 Points

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

Codename “Sigma”….……..………..……......65 Points

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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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!

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

Cell Assassin......................................................60 Points

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)

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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!

Insurgent Commandos……………....……….80 Points

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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

Outriders……………..……………….….20 Points Each

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

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan
Lang.
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

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
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

Thummper Battery..............................................90 Points

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

Improvised Explosive Mine......…......…….40 Points Each

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.

You might also like