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Imperial Guard Army List

4/26/2014

IMPERIAL GUARD
CHARACTERISTICS
Guardsma
n
Champion
Hero
Mighty
Hero

W
S

B
S

L
d

4
4

4
5

4
5

3
4

3
4

1
2

4
5

1
2

8
8

Lieutenants are junior officers and are not


independent charactersthey must be
members of a squad. Lieutenants are
equipped with laspistol and flak armour (6 +
save). They may select any assault
weapons, grenades, and up to 1 wargear
item.
W B
L
M
S T W I A
S
S
d
Lieutenant
4
4
4 3 3 1 4 1 8

COLONEL

30
points
The colonel is an independent character,
equipped with laspistol and carapace
armour (4+ save). He may select any
weapons and up to 3 wargear items. An
imperial guard army may only have one
colonel.
W B
L
M
S T W I A
S
S
d
Colonel
4
6
6 4 4 3 6 3 9

COMMISSAR

24
points
A Commissar may be an independent
character or a member of a squad.
Commissars are equipped with laspistol and
flak armour (6+ save). The commissar may
select any weapons and up to 3 wargear
items, including officer only items.
Commissars are immune to psychological
effects. If the commissar is a member of a
squad, or attached to a squad, the squad is
also immune to psychological effects.
W B
L
M
S T W I A
S
S
d
Commissar
1
4
5
5 4 4 2 5 2
0

CAPTAIN

18
points
Captains
are
senior
officers
and
independent
characters.
Captains
are
equipped with laspistol and flak armour (6 +
save). They may select any assault
weapons, grenades, and up to 3 wargear
item.
W B
L
M
S T W I A
S
S
d
Lieutenant
4
5
5 4 4 2 5 2 8

LIEUTENANT

12

points

Imperial Guard Army List


4/26/2014

VETERAN SERGEANT

12
points
Veteran sergeants are not independent
characters and must be members of squads.
They
are
equipped
with
laspistol,
chainsword, and flak armour (6 + save).
They may select any assault weapons, twohanded weapons, grenades, and up to 1
wargear item. They may not select officer
only wargear items.
W B
L
M
S T W I A
S
S
d
Veteran
4
4
4 3 3 1 4 1 8
Sergeant

STANDARD BEARER

37
points
One squad may include a unit standard
bearer. The standard bearer is a veteran
guardsman equipped with laspistol, flak
armour (6+ save), unit standard, and may
select any assault or two-handed weapon.
The model may also select up to 1 wargear
item.
W B
L
M
S T W I A
S
S
d
Champion
Guardsma
4
4
4 3 3 1 4 1 8
n

COMMAND SQUAD
Lieutenant
16 points
Veteran sergeant
16 points
Guardsmen
10 points per model
Squad consists of a lieutenant, a veteran
sergeant,
and
3-8
guardsmen.
The
lieutenant and veteran sergeant have
carapace armour (4+ save), but otherwise
equipped as detailed in their individual
profiles. The guardsmen are equipped with
lasgun, laspistol, carapace armour (4+
save), and frag and krak grenades. Any
guardsmen may select assault weapons. Up
to 2 guardsmen may select special
weapons. Two guardsmen may form a heavy
weapons team and select a heavy weapon.
One guardsman may select a medi-pack
(+10 points), and 1 guardsman may select a
master-vox (+10 points). The squad may
include a colonel, commissar, captain, or
psyker models.
W B
M
S T W I A
S
S
Guardsma
4
3
3 3 3 1 3 1
n
Veteran
4
4
4 3 3 1 4 1

L
d
7
8

Sgt
Lieutenant

INFANTRY SQUAD

6 points per
model
Squad consists of a Sergeant and 4-9
guardsmen equipped with flak armour (6+
save),
laspistols,
lasguns,
and
frag
grenades. The sergeant may replace his
lasgun with a chainsword for free. Up to 2
guardsmen may be armed with a special
weapon. Two Guardsmen may form a single
heavy weapons team and select a heavy
weapon. The entire squad may select frag or
krak grenades. One guardsman may select
a medi-pack (+10 points) and one
guardsman may select a vox-caster (+5
points). The sergeant may be replaced by a
veteran sergeant. The squad may include
commissar, lieutenant, or psyker models.
W B
M
S T W I A
S
S
Guardsma
4
3
3 3 3 1 3 1
n
Sergeant
4
3
3 3 3 1 3 1

HEAVY SUPPORT SQUAD

36
points
Squad consists of 6 guardsmen with lasguns
and flak armour (6+ save). The squad is
organized into 3 heavy weapons teams and
equipped with 3 heavy weapons, purchased
from the heavy weapons list. Missile
launcher teams are equipped with frag and
krak missiles at no cost (except for the
missile launcher). They may purchase other
missile types from the grenade list. Mortar
teams are equipped with frag mortars at no
cost and may purchase other blast marker
mortars from the grenade list. Each crew
member must remain with 2 of their
weapon, but crews follow dispersed
coherency rules. So each crew must remain
within 4 of another crew, but the
crewmembers themselves must remain
within 2 of their weapon. Line of sight for
the crew served weapon may be drawn from
either member of the crew. The squad may
include a medic (+16 points) and a vox
operator (+11 points). If the squad includes
a vox operator, the squad may draw line of
sight for any blast marker weapon from any
other model on the battlefield with a vox
caster. The squad may also include a
sergeant (+6 points) or veteran sergeant.

L
d
7
7

Imperial Guard Army List


4/26/2014

toxic gasses and poisons, to include: choke,


poison, chemical, and virus based attacks.

ADEPTUS ASTRA TELEPATHICA

Adeptus Psyker
16 points
Primaris Psyker
32 points
Master Psyker
48 points
Psyker Lord
64 points
All imperial psykers are equipped with
laspistols and flak armour (6+ save). They
may choose any assault weapons, grenades,
and up to 3 wargear items, including officer
only items. For each psychic mastery level,
a psyker may choose 1 psychic power.
Imperial psykers may be independent
characters, or accompany imperial guard
squads.
Imperial
psykers
may
not
accompany Space Marine squads.
W B
M
S T W I A
S
S
Adeptus
4
3
3 3 4 1 4 1
Primaris
4
4
4 4 4 2 4 1
Master
4
5
5 4 4 3 5 2
Lord
4
6
6 4 4 4 6 3

Optical bio-implants: assassins can see in


dark and dense smoke. They are not
affected by gas or smoke clouds that
normally obstruct vision. They may detect
hidden models at twice their initiative and
detect invisible models as if they were
hidden.
M W B S T W I A
L
S
S
d
Assassi
1
6
8
8 4 6 3 6 4
n
0
L
d
7
7
7
8

OFFICIO ASSASSINORUM
ASSASSIN

100
points
Imperial assassins may select any weapons
and up to 3 wargear items. An army may
only include 1 assassin. Assassins are
always independent characters, may never
be included in squads, and may never lead
troops in any fashion. Assassins are immune
to all psychological effects, are infiltrators,
and also adhere to the following special
rules:
Superior leadership: assassins can
be broken and automatically pass any
test or leadership based test.
leadership may never be used by
troops.

never
break
Their
other

Dodge: reflexes, booster chemicals, and


synskin enable the assassin to react to any
threat by dodging away from danger. This is
represented by a 4+ save; all save modifiers
are ignored. If the assassin successfully
dodges an attack from a blast area weapon,
the model is moved outside the blast area
as the player wishes, but not into hand-tohand combat.
Toxic immunity: the assassins synskin
suits
continually
feed
counteractive
chemicals into their bloodstream. Assassins
are completely immune to the effects of

Imperial Guard Army List


4/26/2014

ADEPTUS MECHANICUS

The
adeptus
mechanicus
battlefield
elements include tech priests, electro
priests, and servitors.

TECH PRIEST
Tech Priest Acolyte 15 points
Tech Priest
30 points
Tech Priest Engineer 45 points
Tech Priest Magos
60 points
Tech priests are equipped with bolt pistols
and power armour. Any tech priest may be
equipped with a signum (5 points), a
targeter (5 points), a servo-arm (30 points),
or a servo-harness (105 points). Tech priests
may select any weapons from the space
marine army list, and up to 2 wargear items
from the space marine army list. Tech
priests may be independent characters or
attached to Imperial Guard or space marine
squads.
M W B S T W I A L
S
S
d
Acolyte
4
4
4 4 4 1 4 1 8
Priest
4
5
5 4 4 1 5 1 9
Enginee
4
6
6 5 5 2 6 2 9
r
Magos
1
4
7
7 5 5 3 7 3
0

ELECTRO PRIEST

15 points per

model
An electro priest squad consists of 3 to 20
electro priests. The electro priests fight in
hand-to-hand combat using the electrical
charge of their own body, giving them a
strength characteristic of 8. The electrical
charge also acts as defensive armour (4+
save). If the squad is broken, the electrical
energy is dispersed and they collapse from
physical
exhaustionthe
models
are
removed from the table. Electro priests are
subject to Frenzy. An electro priest squad
may be lead by a tech priest. If so, they may
reroll a failed leadership test when testing
against frenzy.
W B S T W I A L
S
S
S
d
v
Electro
4
4 3 8 3 1 3 1
9
Priest

SERVITOR

10 points per

model
Servitors are equipped with lasguns and
may select a servo arm (30 points), servo
harness (105 points), or servo apertures

equipped with a meltagun (15 points),


plasma gun (15 points), heavy bolter (15
points), multi-melta (15 points), or plasma
cannon (25 points). Servitors are immune to
psychology. Servitor models may be lead by
a tech priest in squads. Single servitor
models may be attached to transport
vehicles or man a support weapon, but they
may not be independent characters
otherwise.
Servitors
are
mindless,
electronically
controlled creatures. If a servitors vehicle is
destroyed, support weapon is destroyed, or
controlling tech priest is slain, the model will
do nothing other than fight in hand-to-hand
combat if attacked. They will not move,
assault, or make follow up moves. Another
tech priest, vehicle crew, or support weapon
servitor may take control of the model by
moving within 2 of the modelbut may not
shoot during that turn. Servitors are
powered by an electrical field that gives
them a 4+ save.
M W B S T W I A L
S
S
d
Servito
4
3
3 3 3 1 3 1
7
r
Servitors and Transport Vehicles
If a servitor is attached to a transport
vehicle, it must be declared prior to the
beginning of the game. The model must
remain within 2 of the vehicle at all times
or embarked. While embarked, the model
counts against vehicle capacity. If the
servitor breaks 2 coherency with the
vehicle, the model will move 2d6 towards
the vehicle during compulsory movement
(counts as running).
Thudd Guns
A crew of 2 servitors may man a thudd gun
for +20 points. Multiple crews may form a
battery, which follows dispersed coherency
rules as a squad. Line of sight may be drawn
from any member of the battery. Additional
servitors may be added to a crew or battery
for +10 points each.

THE INQUISITION

The inquisition consists of inquisitors and


the grey knights. They are fully devoted to
the Emperor in their mission to hunt and
eradicate daemons, xenos, and heretics.

INQUISITOR

Imperial Guard Army List


4/26/2014

Inquisitor
40 points
Master
Inquisitor
55 points
Inquisitor Lord
70 points
Inquisitors are equipped with bolt pistol and
power armour (3+ save). They may select
any weapons from the space marine army
list and up to 3 wargear items from the
imperial guard or space marine army lists.
Inquisitors may be independent characters
or attached to squads.

Knight
Terminator
Champion

Inquisitors are psyker models and cost an


additional 10 points per mastery levelany
inquisitor can be at any level of mastery
(e.g. a master inquisitor, mastery level 4
would cost an additional 40 points, or 110
points total). For each level of mastery, the
inquisitor may select 1 psychic power.
Inquisitors are immune to psychology and
never fail break tests.

Inquisito
r
Master
Lord

GREY
SQUAD

W
S

B
S

L
d

9
1
0

KNIGHT

TERMINATOR

65 points per model


The grey knights squad consists of 3-5 grey
knights, equipped with terminator armour
(3+ save on 2D6) and nemesis force
weapons. An inquisitor, master inquisitor,
inquisitor lord, or grey knight champion
(+20 points) may be included in the squad.
The Grey knight champion may select
additional weapons from the space marine
army list and up to 1 wargear item from the
space marine or Imperial Guard army list.
Grey knights may teleport onto the
battlefield for 50% of their point cost. Grey
knights are immune to psychology. The
squad collectively has a psychic mastery
level of 1 and may select a single psychic
power. If the squad is lead by a grey knight
champion, the squad collectively has a
psychic mastery level of 2. If the champion
is killed, the squad reverts to mastery level
1 and loses 1 psychic power (chosen at
random)
M W B S T W I A L
S
S
d
Grey
4
5
5 4 4 1 5 1 9

Imperial Guard Army List


4/26/2014

CHIMERA APC

40
points
The Chimera APC is a armoured transport
vehicle capable of transporting 12 models (it
may not transport terminator models). It
may select 2 vehicle weapons and any
vehicle upgrades.
Armour
capacit B fron side/rear
y
S
t
12
3
21
18

LEMAN RUSS BATTLE TANK 85


points
The Leman Russ Battle Tank is a heavily
armoured siege tank, equipped with either a
battle cannon or demolisher cannon. It may
also be equipped with 2 additional vehicle
weapons and may select any vehicle
upgrades
Armour
capacit B fron side/rear
y
S
t
None
3
22
18

SENTINEL

45
points
Sentinels
are
open
topped
walkers,
equipped with a single heavy weapon,
linked to a targeter (+1 modifier to hit). The
sentinel may select any item from the
sentinel upgrade list.
M W
BS S I A Ld
S
Sentinel
8
3
3
4 3 2
7
Front
Side/Rea
r
Armour Value
15
15

Sentinel Heavy Weapons


Autocannon
Heavy flamer
Lascannon
Missile launcher
Multi-laser
Plasma cannon

20
30
30
20
15
30

Sentinel Upgrades
Ablative armour
Auto launchers
Armoured crew compartment
Camo netting
Reinforced armour
Hunter-killer missile
Searchlight

10
10
15
1
10
15
1

Vehicle Weapons
Multi-laser
Heavy flamer
Heavy bolter
Lascannon
Multi-melta
Plasma cannon

15
30
20
30
30
30

Vehicle Upgrades
Ablative armour
Auto launchers
Armoured compartment
Camo netting
Dozer blade
Reinforced armour
Hunter-killer missile
Searchlight
Pintle-mounted heavy stubber
Pintle-mounted storm bolter
Track guards

point
s
10
10
15
1
5
10
15
1
20
10
10

Imperial Guard Army List


1/14/2013

Two-Handed Weapons
Bolter
Lasgun
Shotgun
Storm bolter
Assault Weapons
Bolt pistol
Chainsword
Hand flamer
Inferno pistol
Laspistol
Needle pistol
Plasma pistol
Special Weapons
Flamer
Grenade launcher
Meltagun
Plasma gun
Shotgun
Needle sniper rifle
Heavy Weapons
Character models may not select
from the Heavy Weapons list
Autocannon
Heavy bolter
Heavy flamer
Lascannon
Missile launcher (see missiles
below)
Mole mortar
Mortar (see mortar rounds below)
Thudd gun
Missiles and Mortar Rounds
Blind
Choke
Frag
Krak (missile only)
Plasma (single round)
Smoke

Wargear
1
1
1
10
point
s
1
1
15
15
1
15
15
15
15
15
15
1
15

20
20
30
30
20
20
20
20
8
15
Free
Free
20
5

Auspex scanner
Bionic arm
Bionic eye
Bionic leg
Cameoline
Carapace armour
Combat drugs
Master-crafted weapon
Medallion crimson
Targeter
Teleport jammer

point
s
2
3
5
3
20
4
50
15
15
5
20

Officer Only Wargear


Aegis suit
Combat drugs
Conversion field
Digital lasers
Displacer field
Familiar (psykers only)
Force weapon (psykers only)
Infra goggles
Macharian cross
Power field
Power fist
Power weapon
Psycannon (inquisition only)
Psychic hood (psykers only)
Refractor field
Storm bolter
Trademark item
Warp jump generator

18
50
20
6
30
10
40
5
20
50
20
10
40
25
15
10
10
30

Grenades
Blind
Choke
Frag
Krak
Melta-bomb (single bomb)
Plasma (single grenade)
Smoke

8
15
2
3
5
20
5

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