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1.

2 IMPERIAL GUARD
1.2.1 GENERAL IMPERIAL GUARD SPECIAL RULES
1.2.1.1 Commissars
An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points. Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commanders formation. Any further Commissars may be attached to any other Steel Legion formations. You may not include more than one Commissar per formation. You may not add a Commissar to an Imoperial Navy or Titan Legion formation. If you have more Commissars than formations any excess is lost.

1.2.1.2 Fortifications
Fortifications must be set up after Objectives, but before any formations are deployed. They may be set up anywhere a vehicle may deploy in the Imperial Guard half of the table. You may split up a set of fortifications as desired, as long as the rules for formation coherence are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm links between the different parts of the position. Fortifications are immobile, and may garrison (e.g., they can be set up in positions that garrison units can be set up in). It goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themselves! Once set up, fortifications may be used by any unit, not just the units they were purchased for. They may be captured and used by enemy units too.

1.2.2 GENERAL IMPERIAL GUARD UNITS 1.2.2.1 GENERAL IMPERIAL GUARD CHARACTERS
UNIT Armoured Commissar Armoured Supreme Commander Commissar TYPE SPEED ARMOUR CH n/a n/a NOTES: Inspiring, Fearless CH n/a n/a NOTES: Supreme Commander CH n/a n/a NOTES: Leader, Fearless, Inspiring CC n/a n/a n/a FF n/a n/a n/a WEAPONS Upgraded Guns Upgraded Guns Power Weapon RANGE (15 cm) (15 cm) (contact) FIREPOWER (Small Arms), EA (+1) (Small Arms), EA (+1) (Assault Weapons), EA (+1), MW

1.2.2.2 GENERAL IMPERIAL GUARD INFANTRY


UNIT Imperial Guard Commander Imperial Guard Infantry Ogryns Rapier Laser Destroyer Rough Riders TYPE INF SPEED 15 cm ARMOUR 6+ CC 5+ FF 5+ WEAPONS Chainswords Lasguns Autocannon RANGE (contact) (15cm) 45 m FIREPOWER (Assault Weapons) (Small Arms) AP5+/AT6+

NOTES: Commander INF 15 cm NOTES: INF NOTES: INF NOTES: INF NOTES: INF NOTES: INF

Sappers

Siege Infantry Snipers Storm Troopers Support Squad Imperial Guard Supreme Commander Thudd Gun

Lasguns (15cm) (Small Arms) Autocannon 45 m AP5+/AT6+ Only one unit in every two has an Autocannon. Count up the number of IG Infantry units in the formation that can fire at the target formation and divide by two (rounding up) to find the number of Autocannon shots you may take. 15 cm 3+ 4+ 5+ Ogryn Combat Weapons (contact) (Assault Weapons), EA (+1), MW Ripper Guns (15cm) (Small Arms) None 10 cm n/a n/a 5+ Rapier Laser Destroyer 45cm AP6+/AT4+ None 20 cm 6+ 4+ 6+ Power Lance (contact) (Assault Weapons), EA (+1), First Strike Chainswords (contact) (Assault Weapons) Laspistols (15cm) (Small Arms) Mounted, Scout, Infiltrator 15 cm 6+ 5+ 5+ Melta Bombs (contact) (Assault Weapons), EA (+1), MW Heavy Flamer (15 cm) Ignore Cover AND 15 cm AP4+, Ignore Cover Walker 15 cm n/a 6+ 5+ Lasgun (15 cm) (Small Arms) Heavy Stubber 30 cm AP6+ n/a 5+ n/a 5+ 6+ 5+ 6+ 4+ 5+ 4+ 4+ 5+ Sniper Rifles Hellguns Plasma Guns 2 Autocannon Power Weapon Lasguns Autocannon Thudd Gun 30 cm (15 cm) 15 cm 45 cm (contact) (15 cm) 45 cm 45 cm AP5+, Sniper (Small Arms) AP5+/AT5+ AP5+/AT6+ (Assault Weapons), EA (+1), MW (Small Arms) AP5+/AT6+ AP4+/AT6+, Indirect Fire

n/a

6+

5+

NOTES: INF 15 cm NOTES: Scout INF 15 cm NOTES: Scout INF 15 cm NOTES: None INF 15 cm

NOTES: Supreme Commander INF 10 cm n/a NOTES: None

n/a

5+

1.2.2.3 GENERAL IMPERIAL GUARD LIGHT VEHICLES


UNIT Heavy AA Gun Weapon Platform Howitzer Weapon Platform Land Crawler Centaur TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 0cm n/a n/a 6+ Heavy AA Gun 60 cm AP6+/AT5+/AA5+ NOTES: None LV 0cm n/a n/a 6+ Howitzer 90cm 1BP, Indirect Fire NOTES: None LV 15cm 6+ n/a 6+ Heavy Stubber 30cm AP6+ NOTES: Transport (may carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) LV 35cm 6+ 6+ 6+ Heavy Stubber 30cm AP6+ (20cm) NOTES: Transport (May carry one Grenadier, Heavy Mortar Team, Quad Laucher, Rapier Laser Destroyer, or Thudd Gun unit). Centaurs transporting Heavy Mortar Teams, Quad Launcher, Rapier Laser Destroyers, or Thudd Guns reduce their speed to 20cm. LV 0cm n/a n/a 6+ Earthshaker 120cm AP4+ / AT4+ OR 1BP Indirect Fire NOTES: None LV 0cm n/a n/a 6+ Rocket Launcher 150cm 2BP, Indirect, Slow Firing, Disrupt NOTES: None LV 0cm n/a n/a 6+ 2 Hydra Autocannon 45cm AP4+ / AT5+ / AA5+ NOTES: None LV 0cm n/a n/a 6+ Medusa Siege Gun 60cm OR 1BP, Ignores Cover, Disrupt, Indirect 30cm MW4+, Ignores Cover NOTES: None LV 20cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ NOTES: Scout, Walker

Earthshaker Weapon Platform Manticore Weapon Platform Hydra Weapon Platform Medusa Weapon Platform Sentinel

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1.2.2.4 GENERAL IMPERIAL GUARD ARMOURED VEHICLES


UNIT Basilisk Bombard Chimera TYPE AV NOTES: AV NOTES: AV NOTES: Deathstrike Missile Launcher Griffon Hellhound Hydra Leman Russ AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV NOTES: AV WEAPONS RANGE FIREPOWER Heavy Bolter 30cm AP5+ Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. 20 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2 BP, Ignore Cover, Slow Firing, Indirect Fire None 30 cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Transport (may carry 1 Ogryn unit OR any 2 of the following units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers) 20 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire None 30 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire None30 cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover None 30 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2 Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ None 20 cm 4+ 6+ 4+ 2 Heavy Bolter 30cm AP5+ Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Reinforced Armour 30 cm 4+ 6+ 5+ Conqueror Cannon 45cm AP5+/AT5+ Lascannon 45cm AT5+ Reinforced Armour 20 cm 4+ 6+ 3+ 2 Plasma Cannon 30cm AP4+/AT4+, Slow Firing Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Reinforced Armour 20 cm 4+ 6+ 5+ Lascannon 45cm AT5+ Plasma Destroyer 60cm MW4+ Reinforced Armour 20 cm 4+ 6+ 3+ 2 Heavy Bolter 30cm AP5+ Lascannon 45cm AT5+ Twin Autocannon 45cm AP4+/AT5+ Reinforced Armour 20 cm 4+ 6+ 6+ Laser Destroyer 75cm AT4+, TK(1) Reinforced Armour. The Laser Destroyer may only target AVs, LVs, and WEs. 20 cm 4+ 6+ 5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Reinforced Armour, Thick Rear Armour 20 cm 4+ 6+ 4+ 2 Heavy Bolter 30cm AP5+ Lascannon 45cm AT5+ Vanquisher Cannon 75cm AP4+/AT2+ Reinforced Armour 20 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 150cm 2BP, Disrupt, Slow Firing, Indirect Fire None 20 cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Medusa Siege Gun 30cm MW4+, Ignore Cover 15 cm 4+ 6+ 4+ 5+ 2 Heavy Stubber Ragnarok Battlecannon Heavy Flamer Heavy Bolter Salamander Scout Siegfried Light Tank Valkyrie NOTES: Commander, Leader, Scout AV 35 cm 6+ 6+ NOTES: Scout AV 30 cm NOTES: Scout AV 35 cm 5+ 5+ 6+ 6+ 5+ 5+ 5+ Heavy Bolter Autocannon Multilaser 30cm 60cm AP6+ AP4+/AT4+ SPEED 20 cm ARMOUR 5+ CC 6+ FF 5+

Leman Russ Conqueror Leman Russ Demolisher Leman Russ Executioner Leman Russ Exterminator Leman Russ Tank Destroyer Leman Russ Thunderer Leman Russ Vanquisher Manticore Medusa Assault Gun Ragnarok Heavy Tank Salamander Commander

NOTES: Reinforced Armour, Walker AV 35 cm 6+ 6+

(15cm) AND (Small Arms), Ignore Cover 15cm AP4+, Ignore Cover 30cm AP5+ 30cm 45cm 30cm 30cm 30cm 30cm 30cm 45cm 120cm AP5+ AP5+/AT6+ AP5+/AT6+ 1BP, Disrupt, One-Shot AP5+ AT5+ AP5+ AP4+/AT5+ AT2+, One-Shot

Vulture

2 Rocket Pod 2 Heavy Bolter Multilaser NOTES: Skimmer, Scout, Transport (may carry 2 Storm Trooper units) AV 35 cm 5+ 6+ 5+ Heavy Bolter Twin Autocannon 2 Hellstrike NOTES: Skimmer, Scout

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1.2.2.5 GENERAL IMPERIAL GUARD WAR ENGINES


UNIT Baneblade TYPE WE SPEED 15 cm ARMOUR 4+ CC 6+ FF 4+ WEAPONS 3 Twin Heavy Bolter Demolisher Autocannon 2 Lascannon Main Battle Cannon RANGE 30cm 30cm 45cm 45cm 75cm FIREPOWER AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+

Deathstrike Silo Gorgon Siege Transporter

Macharius Heavy Tank

Macharius Heavy Tank (Command Variant)

Shadowsword

Stormblade

Stormhammer

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Baneblades magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+ WE immobile 4+ 6+ 4+ Deathstrike missile Unlimited MW2+, TK (D6), Indirect Fire, Slow Firing NOTES: DC3, Reinforced Armour. Despite being a unit, the Deathstrike Silo is deployed like a fortification. Critical Hit Effect: The bunker is destroyed in an awesome detonation. All units within 5cm take a MW4+ hit. WE 20cm 4+ 6+ 6+ 2 Twin Heavy Stubbers 30cm AP5+ (5+) Gorgon Mortars OR 30cm 2BP One-Shot, Indirect Fire, FxF. 2 Twin Heavy Bolters 30cm AP4+ NOTES: DC3, Reinforced Armour, Walker, Transport (10 Infantry Units). The Gorgon may either have Gorgon Mortars or 2 x Twin Heavy Bolters, not both. The Heavy Bolter option grants the Gorgon FF 5+. Critical hit effect: The Gorgon is immobilized. A Further Critical Hit will destroy the Gorgon outright. WE 15cm 4+ 6+ 4+ 2 Battlecannons 75cm AT4+/AP4+ 2 Heavy Bolters 30cm AP5+ Twin Heavy Stubber 30cm AP5+ NOTES: DC2, Reinforced Armour Critical Hit Effect: The Macharius is destroyed instantly. WE 15cm 4+ 6+ 4+ 2 Vanquisher cannons OR 75cm AP4+/AT2+ Vulcan Megabolter 2 Heavy Bolters 45cm 4 AP3+/AT5+ Twin Heavy Stubber 30cm AP5+ 30cm AP5+ NOTES: DC2, Reinforced Armour. The Macharius Command Tank may have either 2 x Vanquisher cannons or a Vulcan Megabolter, not both. Critical Hit Effect: The Macharius is destroyed instantly. WE 15 cm 4+ 6+ 5+ 2 Heavy Bolter 30cm AP5+ Volcano Cannon 90cm MW2+, TK(D3), FxF NOTES: DC3, Reinforced Armour Critical Hit Effect: The Volcano Cannons energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+ WE 15 cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ 2 Twin Heavy Bolter 30cm AP4+ 2 Lascannon 45cm AT5+ Plasma Blastgun 45cm 2 x MW2+, Slow-Firing, FxF NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormblades plasma generator ignites. The Stormblade is destroyed, and any units within 5cm suffer a hit on a roll of 6+ WE 15 cm 4+ 6+ 3+ 4 Twin Heavy Bolter 30cm AP4+ 4 Lascannon 45cm AT5+ 2 Twin Snub Battle Cannon 45cm AP3+/AT3+ NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormhammers magazine explodes. The Stormhammer is destroyed, and any units within 5cm suffer a hit on a roll of 6+ WE 15 cm 4+ 6+ 4+ 2 Heavy Flamer Heavy Bolter 2 Twin Heavy Bolter Siege Cannon 15cm 30cm 30cm 30cm AP4+, Ignore Cover AP5+ AP4+ 3 BP, Disrupt, Ignore Cover, FxF

Stormsword

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormswords cannon munitions detonate. The Stormsword is destroyed, and any units within 5cm suffer a hit on a roll of 6+

1.2.2.6 GENERAL IMPERIAL GUARD FORTIFICATIONS


FORTIFICATION Trench Gun Emplacement Bunker Razorwire INFANTRY 4+ cover save 4+ cover save 3+ cover save Dangerous VEHICLE Dangerous 5+ cover save Dangerous No effect WAR ENGINE No effect No effect Impassable No effect CAPACITY One unit per 4cm length One unit Three units n/a

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1.2.3 EXPERIMENTAL IMPERIAL GUARD UNITS 1.2.3.1 EXPERIMENTAL IMPERIAL GUARD CHARACTERS
UNIT Sanctioned Psyker TYPE SPEED CH n/a NOTES: None ARMOUR n/a CC n/a FF n/a WEAPONS Psychic Powers RANGE (15cm) FIREPOWER (Small Arms), EA (+1), MW

1.2.3.2 EXPERIMENTAL IMPERIAL GUARD INFANTRY


UNIT Deathworld Veterans Heavy Mortar Team Mortar Squad Quad Launcher Special Weapons Squad TYPE INF SPEED 15 cm ARMOUR 6+ CC 4+ FF 5+ WEAPONS Demolition Charges Heavy Flamer Heavy Mortar Lasguns 2 Mortar Quad Launcher Meltaguns RANGE (contact) (15cm) AND 15cm 30cm (15cm) 30cm 45cm 15cm AND (15cm) FIREPOWER (Assault Weapons), EA (+1), MW, One Shot (Small Arms), Ignore Cover AP4+, Ignore Cover 1BP, Indirect Fire (Small Arms) AP5+, Indirect Fire 2x AP4+, Indirect Fire MW5+ (Small Arms), MW

NOTES: Scouts, Infiltrators INF 5cm none NOTES: None INF 15 cm none NOTES: None INF 5cm NOTES: None INF 15 cm NOTES: None none none

6+ 6+ 6+ 6+

6+ 5+ 6+ 5+

1.2.3.3 EXPERIMENTAL IMPERIAL GUARD LIGHT VEHICLE


UNIT Deathworld Sentinel TYPE LV NOTES: SPEED 20cm ARMOUR 6+ CC 5+ FF 5+ WEAPONS Chainsaw Heavy Flamer RANGE (contact) (15cm) AND 15cm FIREPOWER (Assault Weapons) (Small Arms), Ignore Cover AP4+, Ignore Cover

Scouts, Walker. Ttreats Jungle terrain as Dangerous instead of Impassable.

1.2.3.4 EXPERIMENTAL IMPERIAL GUARD ARMOURED VEHICLES


UNIT Malcador Tank TYPE AV SPEED ARMOUR CC FF

15cm

4+

6+

5+

WEAPONS Battlecannon 2 Lascannon Heavy Bolter 3 Twin Heavy Bolter Demolisher Cannon Twin Lascannon 2 Lascannon Demolisher Cannon Minotaur Earthshakers Heavy Bolter Lascannon Neutron Laser Projector

RANGE 75cm 45cm 30cm 30cm 30cm 45cm 45cm 30cm 120cm 30cm 45cm 60cm

FIREPOWER AP4+/AT4+ AT5+ AP5+ AP4+ AP3+/AT4+, Ignores Cover AT4+ AT5+ AP3+/AT4+, Ignores Cover 2BP, Indirect Fire AP5+ AT5+ MW3+, Disrupt

Malcador Defender Malcador Annihilator

NOTES: None AV 15cm NOTES: None AV 15cm

4+ 4+

6+ 6+

3+ 5+

NOTES: None AV Minotaur Artillery 15cm 4+ 6+ 6+ Tank NOTES: None AV 20cm 6+ 6+ 6+ Trojan Support NOTES: Transport (May carry 1 Weapon Platform) Vehicle AV Valdor Tank Hunter 15cm 4+ 6+ 5+ NOTES: None

1.2.2.5 EXPERIMENTAL IMPERIAL GUARD WAR ENGINES


UNIT Imperial Bastion WEAPONS RANGE FIREPOWER Battle Cannon 75cm AP4+/AT4+, Fwd 2 Lascannon 45cm AT5+, FA 4 Heavy Bolter Turrets 30cm AP5+ NOTES: DC4, 2 Void Shields, Fearless, Reinforced Armour, Scout, Transport (up to 16 infantry units, Ogryn and Terminators count as two units). Infantry units transported within an Imperial Bastion may fire their weapons normally and use their firefight value in assaults. Despite being a unit, the Imperial Bastion is deployed like a fortification. Critical Hit Effect: The Bastion's Void Shield generator shorts out, it loses all Void Shields and cannot regain them for the rest of the game. Subsequent critical hits cause an additional 1DC of damage. WE 15cm 4+ 3+ 3+ Battle Cannon 75cm AP4+/AT4+ 3 Twin Lascannons 45cm AT4+, Right Fire Arc 3 Twin Lascannons 45cm AT4+, Left Fire Arc Doomsday Cannon 120cm 3BP, MW, FxF NOTES: DC4, 2 Void Shields, Reinforced Armour, Thick Rear Armour, Transport (up to 16 infantry units, Ogryn count as two units) Critical Hit Effect: The Leviathans tracks are destroyed and it becomes immobile. Subsequent critical hits cause an extra point of damage. TYPE WE SPEED immobile ARMOUR 4+ CC 5+ FF 3+

Leviathan Mobile Command Centre

1.2.2.6 EXPERIMENTAL IMPERIAL GUARD FORTIFICATIONS


FORTIFICATION Minefield Tank Trap INFANTRY Dangerous 6+ cover save VEHICLE Dangerous Impassable WAR ENGINE Dangerous Dangerous CAPACITY n/a n/a

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COMPANY
0-1 Regimental HQ

STEEL LEGION IMPERIAL GUARD ARMY LIST


ARMY CHAMPION: ??? Rug ???? Version: FINAL 2010

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Steel Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The Commissars special rule applies to Steel Legion Imperial Guard armies.

STEEL LEGION COMPANIES


(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)

CORE UNITS
One Supreme Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) One Imperial Guard Command unit plus twelve Imperial Guard Infantry units One Imperial Guard Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) Ten Leman Russ tanks. One Leman Russ may be upgraded to a Vanquisher command tank at no additional cost Three Baneblades or Shadowswords, or any combination of the two Nine Artillery units chosen from the following list: Basilisk, Manticore

COST
500 points 250 points 400 points 650 points 500 points 650 points

Steel Legion Infantry Company Steel Legion Mechanised Infantry Company Steel Legion Tank Company Steel Legion Super-heavy Tank Company Steel Legion Artillery Company

STEEL LEGION COMPANY UPGRADES


(Up to three upgrades may be added to each Steel Legion Company)

UPGRADE

UNITS

COST

+100 points Fire Support Platoon Add four Support Squad units* +100 points Infantry Platoon Add six Infantry units* +200 points Tank Squadron Add three Leman Russ or three Leman Russ Demolisher +150 points Hellhound Squadron Add three Hellhounds +100 points Griffon Battery Add three Griffons +50 points Snipers Add two Sniper units* +50 points Ogryns Add two Ogryn units* +50 points Flak Add One Hydra * These units formations may have Chimera transport vehicles. Each Chimera costs 25 points. You must take enough Chimera to transport the whole formation if any are taken, but you may not take more than one Chimera per unit in the formation.

STEEL LEGION SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Steel Legion Company)

UPGRADE
Rough Rider Platoon Storm Trooper Platoon Steel Legion Artillery Battery Sentinel Squadron 0-1 Deathstrike Missile Battery Super-heavy Tank Platoon 0-1 Orbital Support Flak Battery Vulture Squadron

UNITS
Six Rough Rider units Eight Storm Trooper units (may have four Valkyrie transport vehicles) Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore Four Sentinels Two Deathstrike Missile Launchers One Baneblade or Shadowsword One Imperial Navy Lunar class cruiser OR One Emperor class Battleship Three Hydras Four Vultures

COST
150 points 200 points (+150 points) 250 points 100 points 200 points 200 points 150 points 300 points 150 points 300 points

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION
Two Thunderbolt Fighters Two Marauder Bombers

TITAN LEGION BATTLEGROUPS


FORMATION
One Warlord Class Titan One Reaver Class Titan One Warhound Class Titan Two Warhound Class Titans

COST
150 points 250 points

COST
850 650 275 500 points points points points

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ARMY SUB-CHAMPION: ??? Rug ???? Version: FINAL 2010

BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST

Baran Siegemaster armies have a Strategy rating of 1. Baran Siegemaster formations and Imperial Navy aircraft formations have an Initiative rating of 2+. The Commissars special rule applies to Baran Siegemaster Imperial Guard armies.

SIEGE REGIMENT COMPANIES


(A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies.)

CORE UNITS
One Supreme Commander unit and nine Siege Infantry units One Commander unit and nine Siege Infantry units

COST
225 175

1 Siegemasters Regimental HQ Siegemasters Infantry Company

SIEGE REGIMENT COMPANY UPGRADES


(Up to three upgrades may be added to each Siege Regiment Company)

UPGRADE
Siege Infantry Platoon Rapier Platoon Thudd Gun Platoon Hellhound Squadron Griffon Battery Snipers

UNITS
Add Add Add Add Add Add six Siege Infantry units three Rapier Laser Destroyer units three Thudd Gun units three Hellhounds three Griffons one or two Sniper units

COST
+75 +75 +75 +125 +100 +25 each

SIEGE REGIMENT SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Siege Regiment Company)

FORMATION
Siege Regiment Artillery Company Rough Rider Platoon Light Tank Platoon Heavy Tank Platoon Siege Regiment Artillery Battery Siege Regiment AA Battery Super-Heavy Tank Platoon Bombard Battery 0-1 Deathstrike Missile Battery 0-1 Sapper Platoon

UNITS
Nine Howitzer Weapon Platforms, plus 9 Gun Emplacements Six Rough Rider units Six Siegfried light tanks Six Ragnarok heavy tanks Three Howitzer Weapon Platforms plus 3 Land Crawlers Three Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements One Baneblade OR one Shadowsword Three Bombards Two Deathstrike Missile Launchers Eight Sapper units (may be split up and added to one or more companies in the army, or be fielded as a single formation in their own right)

COST
425 150 150 300 150 100 200 250 200 250

SIEGE REGIMENT FORTIFICATIONS


(One Fortified Position may be taken per Siege Regiment Company)

FORTIFICATIONS
Fortified Position

UNITS
Up to 50cm of trenches and 50cm of razor wire, plus up to six Gun Emplacements or Bunkers in any combination

COST
+75

IMPERIAL ALLIES
(Up to one quarter of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION Two Thunderbolt Fighters Two Marauder Bombers
COST 150 points 250 points

SPECIAL RULE - Siege Regiment HQ


When playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit victory condition by destroying this formation or by destroying the most expensive formation in the army.

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MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: W. L. Moscovian Sturtevant Version: 2.0

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Minervan Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The Commissars special rule applies to Minervan Legion Imperial Guard armies.

TANK LEGION ARMOURED COMPANIES


(A Tank Legion Imperial Guard army may contain any number of Companies.)

COMPANY
Self-Propelled Artillery Company Super-Heavy Tank Company Tank Company

CORE UNITS
Nine Basilisks, Manticores, or Bombards Three Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination Ten Leman Russ variants, of which up to two units may be Rare Leman Russ Variants

COST
650 points 500 points 425 points

TANK LEGION ARMOURED COMPANY UPGRADES


(Up to three upgrades may be added to each Tank Legion Company)

UPGRADE
Flak Support Griffon Battery Hellhound Squadron Salamander Command Vehicle 0-1 Supreme Commander Tank Squadron

UNITS
One or two Hydras Three Griffons Three Hellhounds One Salamander Command Vehicle One Armoured Supreme Commander character upgrade Three Leman Russ variants (may not include rare variants)

COST
+50 each +100 +150 +25 +100 +140 points

TANK LEGION SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Armoured Company)

UPGRADE
Assault Gun Platoon 0-1 Deathstrike Missile Platoon Mechanized Platoon 0-1 Orbital Support Salamander Scout Platoon Self Propelled Artillery Platoon Self Propelled Flak Battery Storm Trooper Platoon Super-Heavy Tank Platoon Tank Platoon Vulture Squadron

UNITS
Three Medusas Two Deathstrike Missile Launchers Ten Infantry units, plus five Chimeras (may add a Salamander Command Vehicle) One Imperial Navy Lunar Class Cruiser OR One Emperor class Battleship Three Salamander Scout Vehicles (may add a Salamander Command Vehicle) Three Basilisks or three Bombards or three Manticores Three Hydras Eight Storm Trooper units (may have four Valkyries) One Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer Six Leman Russ variants (May include 0-1 rare Leman Russ variants) Four Vultures

COST
150 points 200 points 300 points (+25 points) 150 points 300 points 100 points (+25 points) 250 points 150 points 200 points (+150 points) 200 points 280 points 300 points

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION Two Marauder Bombers Two Thunderbolt Fighters
COST 250 points 150 points

TITAN LEGION BATTLEGROUPS


FORMATION One Warlord Class Titan One Reaver Class Titan One Warhound Class Titan Two Warhound Class Titans
COST 850 points 650 points 275 points 500 points

SPECIAL RULE Leman Russ Variants

The Minervan Tank Legion makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS Leman Russ Leman Russ Conqueror Leman Russ Demolisher Leman Russ Exterminator Leman Russ Thunderer COST +20 points +10 points +20 points +10 points Free RARE VARIANTS Leman Russ Destroyer Leman Russ Executioner Leman Russ Vanquisher COST +70 points +20 points +45 points

SPECIAL RULE - Amphibious


The Armoured Legions of Minerva are able to convert many of their vehicles on the fly to amphibious use. For every 1000 points, the Minervan player may designate one Armoured Company as amphibious. Units in an amphibious company ignore the Terrain Effects of Marshes and count Rivers as Dangerous Terrain (instead of Impassable). The designation of specific formations as Amphibious must be made prior deploying any units.

SPECIAL RULE - Armoured Regiment Commissars


The Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation. Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.

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DEATH KORPS OF KRIEG SIEGE REGIMENT IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Ben Evil & Chaos Skinner Version: v1.16

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Death Korps armies have a strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+. Titan Legion formations have an initiative rating of 1+. The Commissars special rule applies to Death Korps Imperial Guard armies.

DEATH KORPS COMPANIES


(A Death Korps Imperial Guard army may contain any number of Companies.)

COMPANY
0-1 Death Korps Regimental HQ Death Korps Infantry Company Death Rider Company (0-1 Per 1500pts)

CORE UNITS
One Supreme Commander unit and nineteen Imperial Guard Infantry units One Commander unit and nineteen Imperial Guard Infantry units Twelve Rough Rider units (Units in this formation lose the scouts special ability)

COST
400 points 300 points 250 points

DEATH KORPS COMPANY UPGRADES


(Up to three upgrades may be added to each Death Korps Company)

UPGRADE
Fire Support Battery Gorgon Siege Transporters Heavy Tank Hellhound Squadron Infantry Platoon Tank Squadron

UNITS
Four Fire Support units Two Gorgons (May not be added to Death Rider Companies) One Macharius tank Three Hellhounds Ten Death Korps Infantry Units (May have one Gorgon Siege Transporter) Three Leman Russ variants (May not include rare Leman Russ variants)

COST
+75 Points +125 Points +125 Points +125 points 175 Points (+50 Points) +140 points

DEATH KORPS SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Death Korps Company)

FORMATION
0-1 Deathstrike Silo Artillery Support Company Death Rider Scout Platoon Engineers Platoon Grenadiers Platoon Heavy Support Battery

UNITS
One Deathstrike Missile Silo Nine Earthshaker platforms (May have nine Trojans or nine Gun Emplacements) Six Rough Rider units Eight Death Korps Engineer units and a Hades Breaching Drill Eight Death Korps Grenadier units (May add eight Centaurs OR one Gorgon) Choose one of the following Heavy Support Batteries : Three Hydra platforms or Three Heavy Anti-Aircraft platforms, or a mix of the two. Three Earthshaker Weapon Platforms Three Medusa platforms (May have three Trojans or three Gun Emplacements) Two Macharius tanks and one Macharius command tank. Four Quad Launchers or Four Heavy Mortars (May have four Centaurs or 20cm of Trenches) Three Bombards. Three of the following Super-Heavy Tanks (in any combination): Baneblades, Shadowswords, Stormblades, or Stormswords One Stormblade, Stormsword, Baneblade, or Shadowsword Six Leman Russ variants (0-1 of which may be a rare Leman Russ variant)

COST
250 points 600 Points (Free) 150 Points 300 Points 225 Points (+75 Points) 125 Points 200 Points 275 Points (Free) 350 Points 200 Points (Free) 250 Points 500 Points 200 Points 280 Points

Heavy Tank Platoon Light Support Battery Self-Propelled Heavy Support Super-Heavy Tank Company Super-Heavy Tank Platoon Tank Platoon

DEATH KORPS FORTIFICATIONS


(One Fortification may be taken per Death Korps Company)

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations.)

FORTIFICATIONS UNITS
Trenchworks 50cm of Trenches plus four bunkers.

COST
100 Points

IMPERIAL NAVY FORMATION COST


One Heavy Marauder Bomber Two Thunderbolt Fighters 150 points 150 points

TITAN LEGION BATTLEGROUPS FORMATION COST


One Warlord Class Titan One Reaver Class Titan One Warhound Class Titan Two Warhound Class Titans 850 points 650 points 275 points 500 points

SPECIAL RULE Leman Russ Variants


The Death Korps makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS Leman Russ Leman Russ Demolisher Leman Russ Thunderer COST +20points +20 points Free RARE VARIANTS Leman Russ Vanquisher COST +50 points

SPECIAL RULE Death Korps


What the Death Korps lacks in high tech equipment it makes up in sheer, bloodyminded tenacity. The following rules reflect this situation: Imperial Guard Infantry lose their Autocannon, and all Commander, Fire Support, and Supreme Commander units have one Autorcannon replaced by a Twin Heavy Stubber with the following statistics: Twin Heavy Stubber 30cm AP5+

All Commander, Imperial Guard Infantry, Mortar Squad, Support Squad, and Weapon Platform units in the Death Korps army gain +1 to their Close Combat statistic, with a minimum of CC 6+ All Weapon Platforms gain a 6+ Armour Save and all Rough Rider units gain a 5+ Armour Save. RANGE (15cm) AND 15cm (Contact) 30cm FIREPOWER Ignore Cover AP4+, Ignore Cover (Small Arms) Ignore Cover

DEATH KORPS UNITS


UNIT Death Korps Grenadier Death Korps Engineers Hades Breaching Drill TYPE INF NOTES: INF NOTES: Special NOTES: SPEED 15cm Scouts 15cm ARMOUR 5+ 5+ CC 5+ 4+ FF 4+ 5+ WEAPONS Heavy Flamer Gas Grenades Mole Launcher

None immobile n/a n/a n/a none None None Tunneler, Transport (May transport 8 Engineers). Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it. It is in all respects simply a marker, to be used in a similar manner to Space Marine Drop Pods. No Blast marker is generated for its parent formation leaving the Hades Breach Drill behind during the game.

NetEA Army Compendium DRAFT IMPERIAL GUARD - 8

CADIAN 'SHOCK TROOP' IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Kevin Chroma Petker Version: v1.5.1

Net EA
COST
350 points (+125 points) 250 points 250 points

A Cadian Shock Troop army has a Strategy Rating of 2. All Cadian Shock Troop and Imperial Navy formations have an initiative rating of 2+. "Whiteshield" formations have an initiative rating of 3+. Titan Legions have an initative rate of 1+. The Commissars rule applies to Cadian armies.

CADIAN 'SHOCK TROOP' COMPANIES


FORMATION
0-1 Kasrkin Regimental HQ Kasrkin Infantry Company Cadian Infantry Company

CORE UNITS
One Imperial Guard Supreme Command unit, eight Kasrkin units, (May have five Chimera units) One Imperial Guard Command unit, eight Kasrkin units One Imperial Guard Command unit, twelve Imperial Guard infantry units

CADIAN 'SHOCK TROOP' COMPANY UPGRADES


(Up to three may be added to each company)

UPGRADE
Fire Support Platoon Infantry Platoon Special Weapons Platoon Karskin Platoon Snipers Hellhound Squadron Griffon Battery Tank Squadron Flak

UNITS
Four Fire Support units Six Infantry Units Four Special Weapon Team units Four Kasrkin units One or Two Sniper units Three Hellhounds Three Griffons Three Leman Russ or three Leman Russ Demolishers One Hydra

COST
+100 points +100 points +100 points +100 points +25 points each +150 points +100 points +200 points +50 points

CADIAN 'SHOCK TROOP' SUPPORT FORMATIONS


(Two may be taken for each company)

FORMATION
Cadian Artillery Company Cadian Sentinel Squadron Cadian Tank Company Karskin Elite Platoon

UNITS
Six artillery units chosen from the following list: Basilisk, Bombard, Manticore Six Sentinels Seven Leman Russ tanks. (One Leman Russ may be upgraded to a Leman Russ Vanquisher) Eight Storm Trooper units (may have 4 Valkyrie transport vehicles) OR (may have 4 Chimera transport vehicles) One Baneblade, Shadowsword, or Stormblade Two Deathstrike Missile Launchers One Leviathan Mobile Command Centre One Imperial Navy Lunar class Cruiser OR one Emperor class Battleship Three Hydra Eight Sapper units. The units may be split up and added to one or more Shock Troop companies in the army, or may be fielded as a single formation in their own right.

COST
450 points 150 points 450 points (+25 points) 250 points (+150 points) or (+100 points) 200 points 200 points 200 points 150 points 300 points 150 points 250 points

Super-Heavy Tank Platoon 0-1 Deathstrike Missile Battery 0-1 Leviathan Mobile Command Orbital Support Flak Battery 0-1 Sapper Platoon

CADIAN 'WHITESHIELDS' FORMATIONS


(Up to two Whiteshields formations may be taken for each Cadian Defense Force Company.)

FORMATION
Cadian Whiteshield Company

UNITS
One Imperial Guard Commander plus twelve Imperial Guard Infantry Units

COST
200 points

CADIAN 'SHOCK TROOP' FORTIFICATIONS


(Up to one quarter of the armys points may be spent on Fortifications) FORTIFICATIONS
Imperial Bastion Fortified Position Firebase 0-1 Minefields

UNITS
One Imperial Bastion Up to 50cm of Trenches and 50cm of Razorwire plus up to six Bunkers Up to 50mm of Razorwire plus up to six Gun Emplacements Up to six Minefields (Minefields benefit from "concealment"; generate 1D3, plus the number of Minefields, Concealment Counters to hide Minefields, see Assault scenario for more details.)

COST
250 points 150 points 100 points 25 points each

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION
Two Thunderbolt Fighters Two Marauder Bombers

TITAN LEGION BATTLEGROUPS


FORMATION
One Warlord Class Titan One Reaver Class Titan One Warhound Class Titan Two Warhound Class Titans

COST
150 points 250 points

COST
850 650 275 500 points points points points

SPECIAL RULE - Sanctioned Psykers Cadia's proximity to the Eye of Terror means that many with psychic potential are born on the besieged planet. The strongest are trained in the arts of war and assigned as living weapons to assist Cadian Commanders. A Cadian army receives one free Sanctioned Psyker character per 1000 points of the scenario. Each Sanctioned Psyker must be assigned to a Commander unit, starting with the Supreme Commander, and then any other Commander units. Each Commander unit may only have one Sanctioned Psyker assigned to it and any excess are lost.

SPECIAL RULE - Kasrkin Cadias most elite soldiers are called Kasrkin and they are equipped with carapace armour and high tech weapons. Cadian Kasrkin units count as Storm Trooper units without the scouts special ability.

NetEA Army Compendium DRAFT IMPERIAL GUARD - 9

SARANES EXPANSE IMPERIAL CRUSADE ARMY LIST


ARMY SUB-CHAMPION: Kevin Chroma Petker Version: v1.4

Net EA

An Imperial Crusade army has a Strategy Rating of 3. All Space Marine and Titan formation have an Initiative of 1+; all other Imperial Crusade formations have an initiative of 2+. The "And They Shall Know No Fear" special rule applies to all Space Marine formations. The Commissars rule applies to Imperial Crusade Armies, but they receive only half the normal number and they may only be added to Imperial Crusade Companies or Imperial Guard Support Platoons.

IMPERIAL CRUSADE COMPANIES


(An Imperial Crusade may contain any number of companies.)

FORMATION
0-1 Lord General Militant Command HQ Armoured Fist Company Imperial Crusade Tank Company Imperial Crusade Super-heavy Tank Company

CORE UNITS
One Imperial Guard Supreme Command unit, six Imperial Guard infantry units, four Storm Trooper units, and six Chimeras One Imperial Guard Commander unit, twelve Imperial Guard infantry units, and seven Chimera transport vehicles Ten Leman Russ tanks. One Leman Russ may be upgraded to a Leman Russ Vanquisher +25 points Three Baneblades or Shadowswords, or any combination of the two

COST
450 points 425 points 650 points 525 points

IMPERIAL CRUSADE COMPANY UPGRADES


(Up to three upgrades may be added to each Imperial Crusade Company)

UPGRADE
Mechanized Fire Support Platoon Mechanized Infantry Platoon Mechanized Snipers Hellhound Squadron Griffon Battery Tank Squadron Flak

UNITS
Four Fire Support units and two Chimera transport vehicles Six Imperial Guard Infantry units and three Chimera transport vehicles Two Sniper units and one Chimera transport vehicle Three Hellhounds Three Griffons Three Leman Russ OR three Leman Russ Demolishers One Hydra

COST
+150 points +175 points +75 points +150 points +100 points +200 points +50 points

IMPERIAL CRUSADE SUPPORT FORMATIONS


(Up to two support formations may be take for each Imperial Crusade Company, chosen from the following: Space Marine or Imperial Guard).

SPACE MARINE SUPPORT DETACHMENTS


DETACHMENT
0-1 Terminator Tactical

CORE UNITS
Four Space Marine Terminator units Six Tactical Space Marines

UPGRADES
Four Land Raiders +350 points One or two Dreadnaughts +50 points each One Space Marine Commander +50 points Drop Pods or three Rhinos - Free Each Rhino may be replaced by two Razorbacks +50 points per pair One Hunter +75 points One or two Dreadnaughts +50 points each One Space Marine Commander +50 points Three Land Speeders or Land Speeder Tornadoes + 125 points One Land Speeder Typhoon +50 points One Space Marine Commander +50 points Drop Pods or two Rhinos - Free Each Rhino may be replaced by two Razorbacks +50 points per pair One Hunter +75 points One or two Dreadnaughts +50 points each One Space Marine Commander +50 points One Hunter +75 points One or two Vindicators or Predators +75 points each One Space Marine Commander +50 points None

COST
300 points 275 points

Assault Devastator

Four Assault Space Marines Four Devastator Space Marines

150 points 225 points

Armour 0-1 Landing Craft

Four Predators or Vindicators in any combination One Landing Craft

250 points 375 points

IMPERIAL GUARD SUPPORT PLATOONS


FORMATION
Storm Trooper Platoon Imperial Crusade Artillery Battery Sentinel Squadron Super-heavy Tank Platoon Flak Battery Vulture Squadron

UNITS
Eight Storm Trooper units (may have four Valkyrie transport vehicles) Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore Four Sentinels One Baneblade or Shadowsword Three Hydra Four Vultures

COST
200 points (+150 points) 250 points 100 points 200 points 150 points 300 points

AEROSPACE AND TITAN LEGION SUPPORT


(Up to one third of the army's points may be spent on Aerospace and Titan Legion support.)

FORMATION
Orbital Support

UNITS
Choose one: One Imperial Navy Lunar class cruiser One Emperor class Battleship One Space Marine Strike Cruiser One Space Marine Thunderhawk Three Thunderbolt Fighters Two Marauder Bombers One Warlord Class Titan One Reaver Class Titan One Warhound Class Titan or Two Warhound Class Titans

COST
150 300 200 200 225 275 850 650 275 Or 500 points points points points points points points points points points

Space Marine Thunderhawk Thunderbolt Squadron Marauder Squadron Warlord Battlegroup Reaver Battlegroup Warhound Battlegroup

NetEA Army Compendium DRAFT IMPERIAL GUARD - 10

ARMAGEDDON ORK HUNTER AIR CAVALRY IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Dave Susco Version: v1.1

Net EA
COST
200 points (+175 points) 175 points (+175 points)

Ork Hunter Imperial Guard armies have a strategy rating of 2. Ork Hunter formations have an initiative rating of 3+ while Imperial Navy aircraft formations have an initiative rating of 2+. The Commissars special rule applies to Ork Hunter Imperial Guard armies.

ORK HUNTER PLATOONS


(An Ork Hunter army may contain any number of Platoons.)

COMPANY
0-1 Ork Hunter Command Platoon Ork Hunter Infantry Platoon

CORE UNITS
One Supreme Commander unit and four units selected from the following list, in any combination: Support Squad, Morrtar Squad (may have five Valkyrie transport vehicles) One Commander unit and eight Imperial Guard Infantry units (may have five Valkyrie transport vehicles )

ORK HUNTER PLATOON UPGRADES


(Up to three upgrades may be added to each Ork Hunter Platoon)

UPGRADE
Infantry Ogryns Ork Hunter Firesweep Teams

UNITS
Four Imperial Guard Infantry units (may have two Valkyrie transport vehicles ) One to two Ogryns (may have an equal number of Valkyrie transport vehicles ) One to two Ork Hunter Firesweep Teams (may have one Valkyrie transport vehicles )

COST
75 points (+75 points) 25 points each (+50 points each) 25 points each (+50 points)

ORK HUNTER SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Ork Hunter Platoon)

FORMATION
Sentinel Squadron Vulture Squadron Ork Hunter Veteran Platoon 0-1 Ork Hunter SkullTaker Platoon

UNITS
Four Deathworld Sentinels Four Vultures Eight Deathworld Veteran units (may have four Valkyrie transport vehicles) Eight Armageddon Ork Hunter Skull-Taker units

COST
100 points 300 points 200 points (+150 points) 300 points

IMPERIAL ALLIES
(Up to one quarter of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION Two Thunderbolt Fighters Two Marauder Bombers
COST 150 points 250 points

SPECIAL RULE - Guerrillas


The Ork Hunters have fought so extensively in Armageddons equatorial jungles that they have become cold-blooded masters of guerrilla warfare; hitting their enemies hard and fast before slipping away to strike elsewhere. This vicious form of warfare is reflected in the following rules: All Commander, Imperial Guard Infantry, and Supreme Commander units have their Autocannon replaced with Heavy Bolters with the following statistics: Heavy Bolter 30cm AP5+

SPECIAL RULE Oops! Sorry, sir!


Ork Hunters dont take kindly too strangers telling them what to do or threatening their friends; this makes it difficult for Commissars to maintain order without succumbing to accidents when dealing with such Guardsmen. When determining the number of Commissars assigned to an Ork Hunters army halve the number allowed. All other rules regarding Commissars apply.

SPECIAL RULE Power of the WAAAGH!!!


The Armageddon Ork Hunters have adapted to the Ork way of war so completely that worrying psychological similarities have been to emerge. Because of this, Armageddon Ork Hunter formations that are attempting to take an engage or double action receive a +2 modifier to their action test.

All Commander, Imperial Guard Infantry, Mortar Squad, and Support Squad units in the Ork Hunter army gain +1 to their Close Combat statistic. Ork Hunter infantry units may still make Cover Saves when performing an engage action.

SPECIAL RULE Air Cavalry


Infantry units in any Ork Hunters formation with assigned Valkyrie transports may use their transport slots as normal; Ogryn count as two units for transport purposes.

ORK HUNTER UNITS


UNIT Ork Hunter Firesweep Team Ork Hunter SkullTakers TYPE INF NOTES: INF SPEED 15cm Scouts 15cm ARMOUR none 6+ CC 6+ 5+ FF 4+ 4+ WEAPONS Heavy Flamer Shootas Scalpers RANGE (15cm) AND 15cm (15cm) (contact) FIREPOWER Ignore Cover AP4+, Ignore Cover (Small Arms) (Assault Weapons), EA(+1), First Strike, Ignore Cover

NOTES: Infiltrators, Scouts, Teleport

NetEA Army Compendium DRAFT IMPERIAL GUARD - 11

CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Kevin Chroma Petker Version: v1.5

Net EA
COST
300 points 450 points 200 points

A Deathworld Veterans army has a Strategy Rating of 2. All formations have an initiative of 2+. The Commisars special rule applies to Deathworld Veteran Imperial Guard armies.

DEATHWORLD VETERANS COMPANIES


FORMATION
0-1 Deathworld Regimental HQ 0-1 Deathworld Air Cavalry Company Deathworld Infantry Company

CORE UNITS
One Supreme Command unit, plus nine Imperial Guard Infantry units One Imperial Guard Command unit, plus nine Imperial Guard Infantry units, plus 5 Valkyrie transport vehicles (Any Company upgrades must be equipped with Valkyrie transport vehicles.) One Imperial Guard Command unit, plus nine Imperial Guard Infantry units

DEATHWORLD VETERANS COMPANY UPGRADES


(Up to three may be added to each Deathworld Veterans Company)

UPGRADE

UNITS

COST
+100 points +100 points +75 points +25 points each +50 points +150 points

Six Imperial Guard Infantry units* Infantry Platoon Four Imperial Guard Support units* Fire Support Platoon Three Mortar Team units Mortar Section Snipers One or Two Sniper units* Two Ogryn units Ogryns Close Air Support Two Vultures *these upgrades may include up to three Valkyrie transport vehicles for +50 points each, up to minimum transport requirement

DEATHWORLD VETERANS SUPPORT FORMATIONS


(Up to two support formations may be take for each Deathworld Veterans Company. FORMATION
0-1 Catachan Devils 0-2 Ogryn Platoon Mortar Platoon Sentinel Squadron Deathworld Veterans Platoon Hellhound Squadron Support Tank Squadron

UNITS
Six Catachan Devils units. These units may be split up and added to the Regimental HQ or one or more Infantry Companies in the army, or fielded as a single formation in their own right. Six Ogryn units Six Mortar Team units. Four Deathworld Sentinels Six Deathworld Veteran units (may have three Valkyrie transport vehicles) Four Hellhounds Four Leman Russ Demolishers

COST
300 points 200 points 150 points 150 points 200 points (+100 points) 200 points 275 points

IMPERIAL ALLIES
(Up to one third of the army's points may be spent on Imperial Allies formations.)
FORMATION Orbital Support Thunderbolt Squadron Marauder Squadron UNITS Choose one: One Imperial Navy Lunar class cruiser One Emperor class Battleship Three Thunderbolt Fighters Two Marauder Bombers COST 150 300 250 250 points points points points

SPECIAL RULE Oops! Sorry, sir!


Deathworlders dont take kindly to strangers telling them what to do or threatening their friends; this makes it difficult for Commissars to maintain order without succumbing to accidents when dealing with such Guardsmen. When determining the number of Commissars assigned to a Deatworld Veterans army halve the number allowed. All other rules regarding Commissars apply.

SPECIAL RULE Air Cavalry


Infantry units in any Deathworld Veterans formation with assigned Valkyrie transports may use their transport slots as normal.

ARMY SPECIFIC UNITS


UNIT Catachan Devils TYPE INF SPEED ARMOUR CC FF

15cm

5+

4+

5+

WEAPONS Sniper Rifles Booby Traps Catachan Knives

RANGE (30cm (15cm) (Contact)

FIREPOWER AP5+, Sniper (Small Arms), EA (+1), First Strike (Assault Weapons)

NOTES: Infiltrator, Scouts, Teleport

NetEA Army Compendium DRAFT IMPERIAL GUARD - 12

ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Jim Honda Kontilis Version: v3.1.1

Net EA
COST
275 points (+160 points) 200 points (+160 points)

Drop Troop Imperial Guard armies have a strategy rating of 2. All formations have an initiative rating of 2+. The Commisars special rule applies to Drop Troop Imperial Guard armies.

ELYSIAN DROP TROOP COMPANIES


COMPANY
0-1 Drop Troop Regimental HQ Drop Troop Company

(A Drop Troop Imperial Guard army may contain any number of Companies.) CORE UNITS
One Supreme Commander unit and seven Imperial Guard Infantry units. (May have four Valkyrie or Vendetta transport vehicles) One Commander unit and seven Imperial Guard Infantry units. (May have four Valkyrie or Vendetta transport vehicles)

ELYSIAN DROP TROOP COMPANY UPGRADES


(Up to three upgrades may be added to each Drop Troop Company)

UPGRADE
Drop Sentinels Fire Support Platoon Hardened Veterans Infantry Platoon Mortar Platoon

UNITS
Add Add Add Add Add four Drop Sentinels two Fire Support units up to two Hardened Veterans units four Imperial Guard Infantry units up to two Mortar Squad units

COST
+100 points +50 points +25 points each +100 points +25 points each

ELYSIAN DROP TROOP SUPPORT FORMATIONS


(One Support Formations may be taken per Drop Troop Company)

FORMATION
Drop Sentinel Squadron Storm Trooper Platoon Tauros Squadron Vulture Squadron

UNITS
Four Drop Sentinels. (May have two Valkyrie Sky Talon Carriers) Eight Storm Trooper units and four Valkyrie or Vendetta transports Four Tauros or Tauros Venators in any combination. (May have four Valkyrie Sky Talon Carriers) Four Vultures (Replace with four Vulture Punishers)

COST
150 points (+80 points) 350 points 150 points (+160 points) 300 points (+50 points )

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations)

IMPERIAL NAVY AIRCRAFT


FORMATION
Four Lightning Interceptor Fighters Two Lightning Strike Fighters Two Marauder Destroyers

IMPERIAL NAVY SPACECRAFT


FORMATION
0-1 Orbital Support One Lunar Cruiser OR One Emperor Class Battleship

COST
300 points 200 points 375 points

COST
150 points 300 points

SPECIAL RULE Drop Troops


The Valkyrie troop transport allows the Elysians to assault the enemy quickly over great distances or jump out of the Valkyrie at height, floating down to the ground on their grav-chutes. Bulky weapons impede this form of fighting and Elysians are equipped with a variety of close range weaponry to take the fight directly to the foe. The following rules reflect this combat doctrine: All infantry units (including Commander and Supreme Commander units) lose their Autocannon. Fire Support Squad units gain the following: 2 x Missile Launcher 45cm AP5+/AT6+

SPECIAL RULE Air Cavalry


Units in any Drop Troop formation with assigned Valkyrie transports may use their transport slots as normal. Unless otherwise specified, light vehicles count as two models for purposes of transport.

SPECIAL RULE Iron Discipline


The Elysian Drop Troopers are led by superb officers, veterans of many battles and trained to lead from the front. To represent this, all Elysian formations may ignore the -1 penalty when rallying with an enemy unit within 30cm.

All Imperial Guard Infantry units in the army gain +1 to their Close Combat value. All infantry units in the army gain the teleport special ability.

ARMY SPECIFIC UNITS


UNIT Drop Sentinel Elysian Hardened Veterans Tauros Tauros Venator TYPE LV SPEED 20 cm ARMOUR 6+ CC 6+ 5+ FF 5+ 5+ 5+ 5+ WEAPONS Multi-Melta Sniper Rifles Shotguns Tauros Grenade Launcher RANGE 15cm AND (15cm) 30cm (15cm) 30cm FIREPOWER MW5+ (Small Arms), MW AP5+, Sniper (Small Arms) AP5+/AT6+

NOTES: Teleport, Walker INF 15cm 6+

NOTES: Infiltrators, Scouts, Teleport LV 35cm 6+ 6+ NOTES: Walker LV 35cm 6+ 6+ NOTES: AV NOTES: AV NOTES: AV NOTES:

Valkyrie Sky Talon Vendetta Vulture Punisher

Twin-linked Multilaser 30cm AP4+/AT5+ or Twin-linked Lascannon 45cm AT4+ Walker, The Tauros Venator is armed with only one of the listed weapons. 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ 2 Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Transport (may transport two Drop Sentinel units or one Tauros or one Tauros Venator) 35cm 5+ 6+ 5+ 3 Twin-linked Lascannon 45cm AT4+ Skimmer, Scout, Transport (may transport two infantry units or one Tauros) 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Twin-linked Punisher cannon 30cm 4 x AP4+ Skimmer, Scout

NetEA Army Compendium DRAFT IMPERIAL GUARD - 13

SAVLAR CHEM-DOG CONSCRIPT REGIMENT IMPERIAL GUARD ARMY LIST


ARMY SUB-CHAMPION: Dave Susco Version: v1.1

Net EA

Savlar Chem-Dog Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The Commisars special rule applies to Savlar Chem-Dog Imperial Guard armies.

CHEM-DOG CONSCRIPT COMPANIES


(A Chem-Dog Imperial Guard army may contain any number of Conscript Companies.)

COMPANY
0-1 Regimental HQ Infantry Company Savlar Chem-Rider Company

CORE UNITS
One Supreme Commander unit and four units chosen from the following list: Support Squad, Mortar Squad One Commander unit and eight Infantry units One Savlar Chem-Rider Commander unit and eight Savlar Chem-Rider units

COST
200 points 175 points 250 points

CHEM-DOG CONSCRIPT COMPANY UPGRADES


(Up to three upgrades may be added to each Conscript Company)

UPGRADE
Infantry Ogryns Snipers Griffon Battery Hellhound Squadron Hydra Savlar Chem-Riders

UNITS
Four Infantry units One or two Ogryns One or two Sniper units Three Griffons Three Hellhounds One Hydra Four Savlar Chem-Rider units

COST
+75 points +25 points each +25 points each +100 points +150 points +50 points +100 points

CHEM-DOG CONSCRIPT SUPPORT FORMATIONS


(Up to two Support Formations may be taken per Conscript Company)

FORMATION
Armored Fist Squadron Artillery Battery 0-1 Hardened Criminal Platoon Sentinel Squadron Savlar Chem-Rider Scout Platoon Tank Squadron

UNITS
One Commander unit, eight Infantry units and five Chimera Three Basilisks Eight Hardened Criminal units Four Sentinels One Savlar Chem-Rider Commander unit and eight SavlarChem-Rider units (All units in this formation have the scouts special ability) Six units chosen from the following list: Leman Russ, LemanRuss Demolisher, Leman Russ Exterminator 300 250 200 100 300

COST
points points points points points

400 points

IMPERIAL ALLIES
(Up to one third of the armys points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT


FORMATION
Two Thunderbolt Fighters Two Marauder Bombers

TITAN LEGION BATTLEGROUPS


FORMATION
One Warhound Class Titan Two Warhound Class Titans

COST
150 points 250 points

COST
275 points 500 points

ARMY SPECIFIC UNITS


UNIT Savlar Chem-Rider Commander WEAPONS Lasguns Power Lances NOTES: Commander, Infiltrators, Mounted, Reinforced Armour INF Lasguns Savlar Chem-Riders 20cm 6+ 4+ 6+ Power Lances NOTES: Infiltrators, Mounted, Reinforced Armour INF 15cm 6+ 5+ 4+ Flamer Hardened Criminals Dirty Tricks NOTES: Infiltrators, Scouts TYPE INF SPEED 20cm ARMOUR 6+ CC 4+ FF 6+ RANGE (15cm) (contact) (15cm) (contact) (15cm) (15cm) OR (contact) FIREPOWER (Small Arms) (Assault Weapons), First Strike (Small Arms) (Assault Weapons), First Strike (Small Arms), Ignore Cover (Small Arms), EA (+1), Ignore Cover (Assault Weapons) EA (+1), Ignore Cover

NetEA Army Compendium DRAFT IMPERIAL GUARD - 14

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