Imperial Guard Auxiliary Infantry Army List

Imperial Guard Auxiliary Infantry Army formations and. Imperial Navy aircraft formations have an initiative rating of 2+. All Titans have an initiative rating of 1+.
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Imperial Guard Auxiliary Infantry Army List In the vicious fighting on Armageddon light transports such as Chimera were too fragile to fight enemy armour for any sustained period of time. Formations forced by necessity into such battles were quickly brought up to combat strength with levies of Hive Militia and transfers from other regiments, then tasked to guarding the flanks of fast moving mechanised formations and holding any ground taken from the Greenskin invaders. Imperial Guard Auxiliary Infantry Armies have a strategy rating of 2. Imperial Guard Auxiliary Infantry Army formations and Imperial Navy aircraft formations have an initiative rating of 2+. All Titans have an initiative rating of 1+.

Steel Legion Companies Company 0-1 Regimental HQ Infantry Company Tank Company Artillery Company Super-heavy Tank Company

Units One Imperial Guard Supreme Commander, twelve Imperial Guard Infantry units One Imperial Guard Command unit and twelve Steel Legion Infantry units Ten Mars pattern Leman Russ tanks. One Leman Russ may be upgraded to a Stygies pattern Vanquisher command tank at no additional cost Nine Artillery units chosen from the following list: Armageddon pattern Basilisk, Triplex Phall pattern Bombard, Triplex Phall pattern Manticore Three Mars pattern Baneblades or Stygies VI pattern Shadowswords, or any combination of the two

Points Cost 350 points 250 points 650 points 650 points 500 points

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

(Up to two may be taken per Armageddon Steel Legion Company) Units Four Bakka pattern Vultures Eight Storm Trooper units (may have four Armageddon pattern Valkyrie transport vehicles) Three units of the same type chosen from the following list: Armageddon pattern Basilisk, Triplex Phall pattern Bombard, Triplex Phall pattern Manticore One Mars pattern Baneblade or Stygies VI pattern Shadowsword Two Mars pattern Deathstrike Missile Launchers One Imperial Navy Lunar class cruiser OR one Emperor class Battleship Three Metalicus pattern Hydra Six Steel Legion Rough Rider units Four Mars pattern Sentinels

Points Cost 300 points 200 points (+150 points) 250 points 200 points 200 points 150 points 250 points 150 points 125 points 100 points

Steel Legion Company Upgrades Upgrade Tank Squadron Hellhound Squadron Fire Support Platoon Infantry Platoon Griffon Battery Flak Ogryns Sniper Chimera

(Up to three different upgrades may be added to each Company) Units Three Mars pattern Leman Russ or Ryza pattern Leman Russ Demolishers Three Gryphonne IV pattern Hellhounds Four Imperial Guard Support Squads* Six Imperial Gaurd infantry units* Three Stygies VIII pattern Griffons One Metalicus pattern Hydra Two Ogryns* One to two Snipers* Add enough Armageddon pattern Chimera to transport the formation

Points Cost 200 points 150 points 100 points 100 points 100 points 50 points 50 points 25 points each 25 points each

Restricted Formations Note: No more than 1/3 of the army may be chosen from the following

Imperial Navy Aircraft Two Thunderbolt Fighters (Bakka pattern) Two Marauder Bombers (Bakka pattern)

Titan Legion Battlegroups 150 points 250 points

One Mars pattern Warhound Titan Two Mars pattern Warhound Titans One Mars pattern Reaver Titan One Mars pattern Warlord Titan

275 points 500 points 650 points 850 points

Special Rule – Commissars A Steel Legion Imperial Guard army may include 1 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 Commander’s 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 a Navy or Titan Legion formation. If you have more Commissars than formations any excess is lost.

Imperial Guard Auxiliary Infantry Army Units Imperial Guard Supreme Commander Armour

Type

Speed

Close Combat

Firefight

Infantry

15cm

5+

4+

5+

Weapon

Range

Firepower

Notes

Lasguns Autocannon Power weapons Notes: Supreme Commander

(15cms) 45cm (base contact)

Small Arms AP5+/AT6+ Assault Weapons

Macro-weapon Extra Attack (+1)

Type

Speed

Imperial Guard Commander Armour

Close Combat

Firefight

Infantry

15cm

6+

5+

5+

Weapon

Range

Firepower

Notes

Lasguns Autocannon Chainswords Notes: Commander

(15cms) 45cm (base contact)

Small Arms AP5+/AT6+ Assault Weapons

-

Type

Speed

Imperial Guard Commissar Armour

Close Combat

Firefight

Character

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Assault Weapon

Macro-weapon Extra Attack (+1)

Power Weapon (base contact) Notes: Leader, Fearless, Inspiring

Type

Speed

Imperial Guard Infantry Armour

Close Combat

Firefight

Infantry

15cm

-

6+

5+

Weapon

Range

Firepower

Notes

Lasguns (15cms) Small Arms Autocannon 45cm AP5+/AT6+ Notes: Only one unit in every two has an Autocannon. Count up the number of Imperial Guard 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.

Type

Speed

Imperial Guard Support Squad Armour

Close Combat

Firefight

Infantry

15cm

-

6+

4+

Weapon

Range

Firepower

Notes

2 x Autocannon

45cm

AP5+/AT6+

-

Type

Speed

Imperial Guard Storm Troopers Armour

Close Combat

Firefight

Infantry

15cm

5+

5+

4+

Weapon

Range

Firepower

Notes

Hellguns Plasma guns Notes: Scouts

(15cms) 15cm

Small Arms AP5+/AT5+

-

Type

Speed

Imperial Guard Ogryns Armour

Close Combat

Firefight

Infantry

35cm

3+

4+

5+

Weapon

Range

Firepower

Notes

Ripper Guns Ogryn Combat Weapons

(15cms) (base contact)

Small Arms Assault Weapons

Macro-weapon Extra Attack (+1)

Type

Speed

Imperial Guard Snipers Armour

Close Combat

Firefight

Infantry

15cm

-

6+

5+

Weapon

Range

Firepower

Notes

Sniper Rifles Notes: Scouts

30cm

AP5+

Sniper

Type

Speed

Close Combat

Firefight

Infantry

20cm

6+

4+

6+

Weapon

Range

Firepower

Notes

Small Arms Assault Weapons

First Strike

Laspistols (15cms) Power lance (base contact) Notes: Mounted, Scouts, Infiltrators

Imperial Guard Steel Legion Rough Riders Armour

Imperial Guard Valkyrie (Armageddon Pattern) Armour

Type

Speed

Close Combat

Firefight

Armoured Vehicle

35cm

5+

6+

5+

Weapon

Range

Firepower

Notes

AP5+/AT6+ 30cm Multilaser AP5+ 30cm 2 x Heavy Bolter 1BP 30cm 2 x Rocket Pod Notes: Skimmer, Scout, Transport (May carry two Stormtrooper units)

Imperial Guard Vulture (Bakka Pattern) Armour

Disrupt, One-Shot

Type

Speed

Close Combat

Firefight

Armoured Vehicle

35cm

5+

6+

5+

Weapon

Range

Firepower

Notes

Heavy Bolter Twin Autocannon 2 x Mk2 Hellstrike Missiles Notes: Skimmer, Scout

30cm 45cm 90cm

AP5+ AP4+/AT5+ AT2+

One-Shot

Type

Speed

Close Combat

Firefight

Armoured Vehicle

30cm

5+

6+

5+

Weapon

Range

Firepower

Notes

Imperial Guard Chimera (Armageddon Pattern) Armour

Hull-Mounted Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Notes: Transport (May carry two Infantry units or one Ogryn unit)

Imperial Guard Hellhound (Gryphonne IV Pattern) Armour

-

Type

Speed

Close Combat

Firefight

Armoured Vehicle

30cm

4+

6+

3+

Weapon

Range

Firepower

Notes

Heavy Bolter Inferno cannon

30cm 30cm

AP5+ AP3+

Ignore Cover

Type

Speed

Light Vehicle

20cm

Imperial Guard Sentinel (Mars Pattern) Armour 6+

Close Combat

Firefight

6+

5+

Weapon

Range

Firepower

Notes

Multilaser Notes: Walker, Scout

30cm

AP5+/AT6+

-

Type

Speed

Close Combat

Firefight

Armoured Vehicle

20cm

4+

6+

4+

Weapon

Range

Firepower

Notes

Battlecannon Lascannon 2 x Heavy Bolter Notes: Reinforced Armour

75cm 45cm 30cm

AP4+/AT4+ AT5+ AP5+

-

Type

Speed

Armoured Vehicle

20cm

4+

6+

Weapon

Range

Firepower

Notes

Demolisher Lascannon 2 x Mk2 Plasma Cannon Notes: Reinforced Armour

30cm 45cm 30cm

AP3+/AT4+ AT5+ AP5+/AT5+

Ignore Cover -

Imperial Guard Leman Russ (Mars pattern) Armour

Imperial Guard Leman Russ Demolisher (Ryza pattern) Armour Close Combat

Firefight 3+

Type

Imperial Guard Leman Russ Vanquisher (Stygies pattern) Speed Armour Close Combat

Firefight

Armoured Vehicle

20cm

4+

6+

4+

Weapon

Range

Firepower

Notes

Vanquisher Lascannon 2 x Heavy Bolter Notes: Reinforced Armour

75cm 45cm 30cm

AP4+/AT2+ AT5+ AP5+

-

Type

Speed

Close Combat

Firefight

Armoured Vehicle

30cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Heavy Bolter Heavy Mortar

30cm 30cm

AP5+ 1BP

Indirect Fire

Imperial Guard Griffon (Stygies VIII Pattern) Armour

Imperial Guard Basilisk (Armageddon pattern) Armour

Type

Speed

Close Combat

Firefight

Armoured Vehicle

20cm

5+

6+

5+

Weapon

Range

Firepower

Notes

AP4+/AT4+ or 1BP Earthshaker 120cm Heavy Bolter 30cm AP5+ Notes: May either shoot normally or fire a barrage. May only use indirect fire ability when firing barrages

Imperial Guard Bombard (Triplex Phall pattern) Armour

Indirect Fire -

Type

Speed

Close Combat

Firefight

Armoured Vehicle

20cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Siege Mortar Heavy Bolter

45cm 30cm

2BP AP5+

Ignore Cover, Indirect Fire, Slow Firing -

Type

Speed

Close Combat

Firefight

Armoured Vehicle

20cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Rocket Launcher Heavy Bolter

150cm 30cm

2BP AP5+

Disrupt, Indirect Fire, Slow Firing -

Type

Speed

Close Combat

Firefight

Armoured Vehicle

20cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Deathstrike Heavy Bolter

Unlimited 30cm

MW2+ AP5+

One Shot, Titan Killer (D6), Indirect Fire -

Type

Speed

Close Combat

Firefight

Armoured Vehicle

30cm

6+

6+

5+

Weapon

Range

Firepower

Notes

Heavy Bolter 2 x Twin Hydra Autocannon

30cm 45cm

AP5+ AP4+/AT5+/AA5+

-

Type

Speed

Close Combat

Firefight

War Engine

15cm

4+

6+

4+

Weapon

Range

Firepower

Notes

Imperial Guard Manticore (Triplex Phall Pattern)) Armour

Imperial Guard Deathstrike (Mars pattern) Armour

Imperial Guard Hydra (Metalicus Pattern) Armour

Imperial Guard Baneblade (Mars pattern) Armour

AP3+/AT3+ 75cm Main Battle Cannon AP5+/AT6+ 45cm Autocannon AT5+ 45cm 2 x Lascannon Ignore Cover, Fixed Forward AP3+/AT4+ 30cm Demolisher Cannon AP4+ 30cm 3 x Twin Heavy Bolters Notes: Reinforced Armour, Damage Capacity 3. Critical Hit Effect: The Baneblade’s magazine explodes. The Baneblade is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 6

Imperial Guard Shadowsword (Stygies VI pattern) Armour

Type

Speed

Close Combat

Firefight

War Engine

15cm

4+

6+

5+

Weapon

Range

Firepower

Notes

Volcano Cannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc 2 x Heavy Bolter 30cm AP5+ Notes: Reinforced Armour, Damage Capacity 3. Critical Hit Effect: The Volacno cannon’s energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6

Imperial Navy Thunderbolt Fighter (Bakka Pattern) Armour

Type

Speed

Close Combat

Firefight

Aircraft

Fighter-bomber

6+

n/a

n/a

Weapon

Range

Firepower

Notes

StormBolters Multilaser Underwing Rockets

15cm 30cm 30cm

AP4+/AA5+ AP5+/AT6+/AA5+ AT4+

Fixed Forward Arc Fixed Forward Arc Fixed Forward Arc

Type

Speed

Close Combat

Firefight

Aircraft

Bomber

4+

n/a

n/a

Weapon

Range

Firepower

Notes

2 x Twin Heavy Bolters Twin Lascannon Iron Bombs

15cm 45cm 15cm

AA5+ AT4+/AA4+ 3BP

Fixed Forward Arc Fixed Forward Arc

Imperial Navy Marauder Bomber (Bakka Pattern) Armour

Imperial Navy Emperor Class Battleship Armour

Type

Speed

Close Combat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Orbital Bombardment n/a 8BP Macro-weapon Notes: Slow and steady – may not be used on turns one and two of a battle unless the scenario specifically states otherwise

Imperial Navy Lunar Class Cruiser Armour

Type

Speed

Close Combat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Orbital Bombardment Pin-point attack

n/a n/a

3BP MW2+

Macro-weapon Titan Killer (D3)

Special Rule – Imperial Void Shields Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (eg, if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker). Warlord Class Battle Titan Mars pattern, Standard Weapon Configuration Armour

Type

Speed

Close Combat

Firefight

War Engine

15cm

4+

2+

3+

Weapon

Range

Firepower

Notes

Fixed Forward Arc 4 x AP5+/AT3+ 60cm 2 x Turbo-Laser Destructors Forward Arc 4 x AP4+/AT4+ 60cm Gatling Blaster Titan Killer (D3), Forward Arc MW2+ 90cm Volcano Cannon Notes: Fearless, Reinforced Armour, Thick Rear Armour. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Damage Capacity 8. 6 Void Shields. Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warlord will be hit on a roll of 4+.

Reaver Class Battle Titan Mars pattern, Standard Weapon Configuration Armour

Type

Speed

Close Combat

Firefight

War Engine

15cm

4+

3+

3+

Weapon

Range

Firepower

Notes

2 x Turbo-Laser Destructors 60cm 4 x AP5+/AT3+ Forward Arc Rocket Launcher 60cm 3BP Fixed Forward Arc Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Damage Capacity 6. 4 Void Shields. Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a roll of 5+.

Warhound Class Scout Titan Mars pattern, Standard Weapon Configuration Armour

Type

Speed

Close Combat

Firefight

War Engine

30cm

5+

4+

4+

Weapon

Range

Firepower

Notes

Vulcan Mega-Bolter 45cm 4 x AP3+/AT5+ Forward Arc Plasma Blastgun 45cm 2 x MW2+ Slow Firing, Forward Arc Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. The plasma blastgun may either fire one shot and still have one shot ‘in reserve’ for next turn, or fire two shots and not shoot next turn at all. Damage Capacity 3. 2 Void Shields. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).