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17700372 Commanders Field Handbook Imperial Guard1

17700372 Commanders Field Handbook Imperial Guard1

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Published by Jinx686
Guide to using the Imperial guard, at a glance.
Guide to using the Imperial guard, at a glance.

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Published by: Jinx686 on Feb 10, 2013
Copyright:Attribution Non-commercial

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12/08/2014

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This document is completely unofficial and in no way endorsed by Games WorkshopLimited. All associated marks, names, races, race insignia, characters, vehicles, locations,units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world.Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
THE COMMANDER’S
FIELD HANDBOOK 
The Hammer of the Emperor stands ready to face its numerous foes.Ever ready to meet external aggression or internal dissension, theImperial Guard combines the might of the most lethal war-machineswith the untold legions of expendable guardsmen. What the ImperialGuard lacks in accuracy or hardiness, it accomplishes through attrition,armour and high-explosive.
V1.0 June 23, 2009www.pathfinder-devilin.blogspot.com 
www.fromthewarp.blogspot.com
Blessing of the Omnissiah
(p.34)
 
Techpriest can mend a immobilizedor weapon destroyed effect on a 5+. Every Servitor with a servo-armadds +1 to the roll.
Combined Squads (
p.37)
 
Normal Infantry Squads may combine intounits of up to 50 models. Units may combine in any combination, e.g.squads of 20, 10 and 20 from 5 infantry squads in the same platoon.
It’s for your own good
(
p.33) If a Psyker experiences a Perils of theWarp attack while in the same unit as a Commissar, the Commissar automatically executes the Psyker. Remove the model.
Orders (
p.29)
 
Company Commanders may issue two, platooncommanders may issue one. Roll under the leadership of the orderedunit to utilize. Double 1
gives another ‘free’ order 
. Double 6 results inorder failing and no further orders allowed that turn. Only one order may be allocated per unit, including failed orders. No orders may begiven to units falling back or gone to ground (unless explicitly stated).Commanders engaged in assault, gone to ground or within a vehicle(other than a Chimera) cannot issue orders:
Bring it Down!
Ordered unit shots at vehicle or monstrous creatures(or squadrons/units thereof) twin linked.
Fire on my Target!
Enemy unit visible to the officer and targeted bythe ordered unit must reroll successful cover saves
halving their effectiveness.
Get back in the Fight!
Ordered unit receiving automaticallyrecovers and rallies regardless of conditions. Unit may shoot andassault as normal.
First Rank, FIRE! Second Rank, FIRE!
 All lasgun armed models inunit get an additional shot. 2 shots at 24
(
If they haven’t moved
)and 3 shots at 12
.
Incoming!
Ordered unit immediately goes to ground and adds +2 toits cover save.
Move! Move! Move!
Roll 3D6
and choose the highest for your ‘run’
move.
Stubborn [USR]:
Ogyrns, Commissars, Commissar Lords and PenalSquads are stubborn and ignore negative morale modifiers for leadership tests in close combat.
Summary Execution
(p.32) If a squad fail its leadership test, theCommissar (or Commissar Lord) executes the leader (remove themodel) and the leadership test is retaken.
HAMMEROFTHE EMPERORGENERAL RULESTURNSEQUENCE
IMPERIAL GUARD
1. Move2.
Doublecheck ‘Orders’ range
3.Issue Order s (Company:Platoon:Squad)4. Shoot (or run)5. Assault

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