1500 Pts - Imperial Guard
Name # Grp WS BS S T Wo I A Ld Save Cost
Fast Attack: Vendetta Gunship Squadron (11 , 230 pts) Veteran Squad 9 3 4 3 3 1 3 1 7 5+ 100 Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3) Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7] Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon Vendetta Gunship Squadron 1 130 Deep Strike; Grav Chute Insertion; Scouts Vendetta 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [130] Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor; Searchlight; Twinlinked Lascannon (x3)
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Fast Attack: Vendetta Gunship Squadron (11 , 230 pts) Veteran Squad 9 3 4 3 3 1 3 1 7 5+ 100 Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3) Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7] Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon Vendetta Gunship Squadron 1 130 Deep Strike; Grav Chute Insertion; Scouts Vendetta 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [130] Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor; Searchlight; Twinlinked Lascannon (x3)
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Fast Attack: Vendetta Gunship Squadron (11 , 230 pts) Veteran Squad 9 3 4 3 3 1 3 1 7 5+ 100 Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3) Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7] Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon Vendetta Gunship Squadron 1 130 Deep Strike; Grav Chute Insertion; Scouts Vendetta 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [130] Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor; Searchlight; Twinlinked Lascannon (x3)
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Heavy Support: Leman Russ Squadron (1 , 235 pts) Leman Russ Squadron 1 235 Leman Russ Executioner 1 Grp: BS: 3 FA: 14 SA: 13 RA: 11 [235] Unit Type: Vehicle (Tank); Executioner Plasma Cannon; Searchlight; Smoke Launchers; Lascannon; Multi-melta Sponsons (x2); Lumbering Behemoth
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Heavy Support: Leman Russ Squadron (1 , 235 pts) Leman Russ Squadron 1 235 Leman Russ Executioner 1 Grp: BS: 3 FA: 14 SA: 13 RA: 11 [235] Unit Type: Vehicle (Tank); Executioner Plasma Cannon; Searchlight; Smoke Launchers; Lascannon; Multi-melta Sponsons (x2); Lumbering Behemoth
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Troops: Veteran Squad (12 , 250 pts) Primaris Psyker 1 4 4 3 3 2 3 3/4 9 5+/5(i) 70 Psyker; Unit Type: Infantry; Flak Armour; Frag Grenades; Refractor Field; Force Weapon; Laspistol; Independent Character; It's For Your Own Good; Lightning Arc; Nightshroud
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Name
Veteran Squad
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3 4 3 3 1 3 1 7 5+ 9 180 Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Plasma gun (x3) Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [17] Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon; Plasma Pistol Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55] Unit Type: Vehicle (Tank); Heavy Bolter; Searchlight; Smoke Launchers; Turret MultiLaser; Amphibious; Mobile Command Vehicle
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Elite: Ratling Squad (9 , 90 pts)
Ratling Squad
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2 4 2 2 1 4 1 6 5+ 9 90 Unit Type: Infantry; Flak Armour; Laspistol (x9); Sniper Rifle (x9); Infiltrate; Stealth Total Cost: 1500
Option Footnotes Psychic Powers 24" Range; S6; AP5; Assault 2D6. Psychic shooting attack (see C: IG, pg. 33). Used at the start of the Psyker's Movement Phase. On a successful Psychic test, any unit wishing to shoot at the psyker (or his unit) must first pass a Leadership test or forego their shooting phase (vehicles count as Ld 10 for this purpose). This effect lasts until the beginning of the psykers next Movement Phase (see C: IG, pg. 33). Special Rules Amphibious Ignores water features (see C: IG, pg. 39). Deep Strike Unit may arrive by Deep Strike (BRB, pg. 95). Grav Chute Insertion Special passenger deployment (see C:IG, pg. 56). Independent Character (See WH40k, pg. 50.) Infiltrate Deploy last within 12" or 18", conditions apply (p75 WH40K 5E) It's For Your Own Good If the Primaris suffers a PotW while a Commissar is present, remove the Primaris as a casualty (see C: IG, pg. 33). Lumbering Behemoth Vehicle may fire it's main weapon when moving at Combat speed, but only moves 6+D6" when at Cruising speed (see C: IG, pg. 48). Mobile Command Vehicle Embarked Officers may still issue orders (see C: IG, pg. 39). Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50). Scouts May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E) Stealth Improve cover save by +1, conditions apply (p76 WH40K 5E) Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) (Tank) Wargear Close Combat Weapon If used with another close combat weapon, +1 attack in close combat. Executioner Plasma 36" Range; S7; AP2; Heavy 3, Blast. Cannon Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. Flak Armour Confers a 5+ Armour Save. Force Weapon Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p50 WH40K 5E) Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Heavy Bolter 36" Range; S5; AP4; Heavy 3 Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Lascannon 48" Range; S9; AP2; Heavy 1 Lasgun 24" Range; S3; AP-; Rapid Laspistol 12" Range; S3; AP-; Pistol Meltagun 12" Range; S8; AP1; Assault 1; Melta. Multi-melta Sponsons 24" Range; S8; AP1; Heavy 1; Melta. Plasma gun 24" Range; S7; AP2; Rapid Fire; Gets Hot! Plasma Pistol 12" Range; S7; AP2; Pistol; Gets Hot! Refractor Field Confers a 5+ Invulnerable save (see C:IG, pg. 35). Lightning Arc Nightshroud
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Searchlight
Smoke Launchers
Sniper Rifle Turret Multi-Laser Twin-linked Lascannon
Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight. Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62). 36" Range; SX; AP6; Heavy 1; Sniper; Pinning 36" Range; S6; AP6; Heavy 3 48" Range; S9; AP2; Heavy 1 Linked
Validation Report c-1. File Version: 1.44 For Bug Reports/[Link]; 1. Guard Regiments: Imperial Guard (5th); b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission Roster satisfies all enforced validation rules Roster Statistics % Elite: 6 % Fast: 26 % Heavy: 31.3 % HQ: 4.7 Model Count: 56 % Troops: 32 % Wargear: 0 Files version: 1.44 Faith Points: 0 Group Min 1 0 2 0 0 Max 2 3 6 3 3 Used 1 1 4 3 2
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