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THE COMMANDERS IMPERIAL GUARD FIELD HANDBOOK

V1.0 June 23, 2009 www.pathfinder-devilin.blogspot.com www.fromthewarp.blogspot.com


This document is completely unofficial and in no way endorsed by Games Workshop Limited. 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.

HAMMER OF THE EMPEROR


The Hammer of the Emperor stands ready to face its numerous foes. Ever ready to meet external aggression or internal dissension, the Imperial Guard combines the might of the most lethal war-machines with the untold legions of expendable guardsmen. What the Imperial Guard lacks in accuracy or hardiness, it accomplishes through attrition, armour and high-explosive.

TURN SEQUENCE
1. Move 2. Double check Orders range 3. Issue Orders (Company:Platoon:Squad) 4. Shoot (or run) 5. Assault

GENERAL RULES
Blessing of the Omnissiah (p.34) Techpriest can mend a immobilized or weapon destroyed effect on a 5+. Every Servitor with a servo-arm adds +1 to the roll. Combined Squads (p.37) Normal Infantry Squads may combine into units 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. Its for your own good (p.33) If a Psyker experiences a Perils of the Warp 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, platoon commanders may issue one. Roll under the leadership of the ordered unit to utilize. Double 1 gives another free order. Double 6 results in order failing and no further orders allowed that turn. Only one order may be allocated per unit, including failed orders. No orders may be given 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 by the ordered unit must reroll successful cover saves halving their effectiveness. Get back in the Fight! Ordered unit receiving automatically recovers and rallies regardless of conditions. Unit may shoot and assault as normal. First Rank, FIRE! Second Rank, FIRE! All lasgun armed models in unit get an additional shot. 2 shots at 24 (If they havent moved) and 3 shots at 12. Incoming! Ordered unit immediately goes to ground and adds +2 to its cover save. Move! Move! Move! Roll 3D6 and choose the highest for your run move. Stubborn [USR]: Ogyrns, Commissars, Commissar Lords and Penal Squads are stubborn and ignore negative morale modifiers for leadership tests in close combat. Summary Execution (p.32) If a squad fail its leadership test, the Commissar (or Commissar Lord) executes the leader (remove the model) and the leadership test is retaken.

THE COMMANDERS IMPERIAL GUARD FIELD HANDBOOK


V1.0 June 23, 2009 www.pathfinder-devilin.blogspot.com www.fromthewarp.blogspot.com
This document is completely unofficial and in no way endorsed by Games Workshop Limited. 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.

VEHICLES
Armoured Sentinel Squad [Squad 1-3]: (pg.45) Toughened variant with better weaponry and extra-armour. Chimera: (pg. 39) Well armed and armoured, great antipersonnel weaponry, five passengers can shoot from the top hatch. Amphibious and a Mobile Command Vehicle. (Orders can be issued from inside). Deathstrike Missile Launcher [1]: (pg. 55) Outrageous doomsday weapon that fires a devastating variable blast size (big to huge) and hits all vehicles at full strength. Variable firing, one shot only. Hellhound Squadron [1-3]: (pg. 50) Fast Assault tanks which can field devastating anti personnel flame and chemical weaponry. In addition they can all fire heavy melta cannons. Leman Russ Squadron [1-3]: (pg. 48) Slow tank capable of firing an additional weapon over and above its main weapon. Variants include anti-tank, anti-MEQ and anti-horde options. Tough. Manticore Rocket Launcher [1]: (pg. 54) Exceptional range, multiple hit, high strength blast weapon. Ordnance Battery [1-3]: (pg. 52) Open-topped indirect heavy support. Basilisk and Medusa are anti-tank, Colossus and Griffon are anti-personnel. Hydra Flak Battery [1-3]: (pg. 51) Long Range mid strength anti-light tank, skimmer and flyer. Auto-targeting allows Hydra to ignore turbo-boost as cover save. Scout Sentinel Squad [1-3]: (pg. 45) Lightweight mobile heavy weapons platform, multiple options. Scout and move through cover capable. Valkyrie/Vendetta Assault Carrier Squadron [1-3]: (pg. 46) Fast Skimmer with 12 transport capacity. Scout and deep strike capable. Valkyrie is anti-personnel, Vendetta anti-tank.

FIELD SYNOPSIS
Company/Platoon Command Squad [Squad 5-10]: (pg. 30) Company Commander and veterans. Multiple upgrade options. May include Regimental Advisors. Lord Commissar [IC]: (pg. 32) High Leadership character with effective options and 6 leadership bubble. Primaris Psyker [IC]: (pg. 33) Strong psychic attack or anti-shooting leadership based defense. Ministorum Priest [0-5]: (pg. 35) Upgrade HQ unit that grants reroll to hit on the charge. Good invulnerable save and chain fist equivalent. Techpriest Enginseer [0-2]: (pg. 34) Power armoured repairers, may be accompanied by up to 5 servitors. Can repair damaged vehicles. Ogyrn Squad [3-10]: (pg. 42) Close combat monsters. Furious Charge capable and Stubborn. Ratling Squad [3-10]: (pg. 43) Snipers. Stealth and Infiltrate capable. Low toughness and Ld. Psyker Battle Squad [5-10]: (pg. 47) Can unleash large blast template attack or antileadership attack. Storm Trooper Squad [5-10]: (pg. 46) Efficient DeepStrike elites with low AP lasguns and two close combat weapons. Can upgrade to Scout or Move through cover. Improved Armour. Infantry Squad [10-50]: (pg. 37) Basic guard unit. Special, heavy weapons and combined squads options. Commissar grants Stubborn. Heavy Weapon Squad [6]: (pg. 38) 3 heavy weapons. Vulnerable to Instant Death. Special Weapon Squad [6]: (pg. 38) 3 special weapons options, including sniper rifle and demolition charge. Conscripts [20-50]: (pg. 37) Cheap shields. Veteran Squad [10]: (pg. 40) Elite troops with multiple heavy and special weapons options, can upgrade to improved armour, Stealth or meltabombs (and a demo charge). Penal Legion Squad [10]: (pg. 41) Upgrade which makes unit more lethal. Scout capable and Stubborn. Rough Rider Squad [5-10]: (pg. 44) Fast cavalry with highly potent anti-MEQ one-use explosive lances.

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