Professional Documents
Culture Documents
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
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
n/a
5+
Earthshaker Weapon Platform Manticore Weapon Platform Hydra Weapon Platform Medusa Weapon Platform Sentinel
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
(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
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+
1.2.3 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
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+
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
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
A
COMPANY
0-1 Regimental HQ
Net EA
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.
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
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.
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.)
COST
150 points 250 points
COST
850 650 275 500 points points points points
A
COMPANY
Net EA
ARMY SUB-CHAMPION: ??? Rug ???? Version: FINAL 2010
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.
CORE UNITS
One Supreme Commander unit and nine Siege Infantry units One Commander unit and nine Siege Infantry units
COST
225 175
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
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
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.)
Net EA
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.
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
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
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.)
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
Net EA
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.
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
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
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
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
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
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.
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.
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
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
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
FORMATION
Cadian Whiteshield Company
UNITS
One Imperial Guard Commander plus twelve Imperial Guard Infantry Units
COST
200 points
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.)
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.
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.
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
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
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
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
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
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.
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 )
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)
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.)
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.
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.
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
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
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
15cm
5+
4+
5+
FIREPOWER AP5+, Sniper (Small Arms), EA (+1), First Strike (Assault Weapons)
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.
(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)
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
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)
COST
300 points 200 points 375 points
COST
150 points 300 points
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.
NOTES: Infiltrators, Scouts, Teleport LV 35cm 6+ 6+ NOTES: Walker LV 35cm 6+ 6+ NOTES: AV NOTES: AV NOTES: AV NOTES:
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
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.
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
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
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.)
COST
150 points 250 points
COST
275 points 500 points