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GUARDSMAN (TROOPER) M APL GA

3⬤ 2 2
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⌖ Lasgun 4 4+ 2/3 - -
⚔ Bayonet 3 4+ 2/3 - -

ABILITIES UNIQUE ACTIONS
- -

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, TROOPER

GUARDSMAN (TROOPER) M APL GA


3⬤ 2 2
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⌖ Lasgun 4 4+ 2/3 - -
⚔ Bayonet 3 4+ 2/3 - -

ABILITIES UNIQUE ACTIONS
- -

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, TROOPER


GUARDSMAN (TROOPER) M APL GA
3⬤ 2 2
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⌖ Lasgun 4 4+ 2/3 - -
⚔ Bayonet 3 4+ 2/3 - -

ABILITIES UNIQUE ACTIONS
- -

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, TROOPER

GUARDSMAN SERGEANT M APL GA


3⬤ 2 1
DF SV W
WOUNDS
3 5+ 8

WEAPON A BS/WS D SR !
⌖ Laspistol 4 3+ 2/3 Rng ⬟
⚔ Chainsword 4 4+ 3/4 - -

ABILITIES UNIQUE ACTIONS
Guardsman Orders
Each time you use one of the Strategic Ploys, it takes effect as a Guardsman -
Order. All friendly TEMPESTUS SCION operative and all friendly GUARDSMAN operatives within ⬟ of
and Visible to a friendly GUARDSMAN SERGEANT operative are issued that order.

Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the

weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
Balanced: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or
shooting attack, you can re-roll one of your attack dice.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, SERGEANT


GUARDSMAN (GUNNER) W/ M APL GA
FLAMER 3⬤ 2 1
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⚔ Bayonet 3 4+ 2/3 - -

⌖ Flamer 5 2+ 2/2 Rng ⬟, Torrent ⬤ -

ABILITIES UNIQUE ACTIONS
- -

Torrent x: Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack
against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each each other. x

is the distance after the weapon's Torrent, e.g. Torrent ⬤


Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the

weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, GUNNER

GUARDSMAN (GUNNER) W/ M APL GA


MELTAGUN 3⬤ 2 1
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⚔ Bayonet 3 4+ 2/3 - -

⌖ Meltagun 4 4+ 6/3 Rng ⬟, AP2 MW4

ABILITIES UNIQUE ACTIONS
- -

Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the

weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, GUNNER


TEMPESTUS SCION (GUNNER) M APL GA
W/ PLASMA GUN 3⬤ 2 1
DF SV W
WOUNDS
3 4+ 8

WEAPON A BS/WS D SR !
⚔ Gun butt 3 3+ 2/3 - -
⌖ Plasma gun - Standard 4 3+ 5/6 AP1 -
⌖ Plasma gun - Supercharge 4 3+ 5/6 AP2, Hot -

ABILITIES UNIQUE ACTIONS
- -

APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use.
Hot: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice
result of 1 that is discarded, that operative suffers 3 mortal wounds.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER

TEMPESTUS SCION (GUNNER) M APL GA


W/ MELTAGUN 3⬤ 2 1
DF SV W
WOUNDS
3 4+ 8

WEAPON A BS/WS D SR !
⚔ Gun butt 3 3+ 2/3 - -

⌖ Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4

ABILITIES UNIQUE ACTIONS
- -

Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the

weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER


TEMPESTUS SCION (GUNNER) M APL GA
W/ GRENADE LAUNCHER 3⬤ 2 1
DF SV W
WOUNDS
3 4+ 8

WEAPON A BS/WS D SR !
⚔ Gun butt 3 3+ 2/3 - -

⌖ Grenade launcher - Frag 4 3+ 2/4 Blast ⬤ -

⌖ Grenade launcher - Krak 4 3+ 4/5 AP1 -

ABILITIES UNIQUE ACTIONS
- -

Blast x: Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making
the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and
within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An
operative cannot make a shooting attack with this weapon by performing an Overwatch action.
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER

TEMPESTUS SCION (TROOPER) M APL GA


3⬤ 2 1
DF SV W
WOUNDS
3 4+ 8

WEAPON A BS/WS D SR !
⌖ Hot-shot lasgun 4 3+ 3/4 - -
⚔ Gun butt 3 3+ 2/3 - -

ABILITIES UNIQUE ACTIONS
- -

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER


TEMPESTUS SCION (TROOPER) M APL GA
3⬤ 2 1
DF SV W
WOUNDS
3 4+ 8

WEAPON A BS/WS D SR !
⌖ Hot-shot lasgun 4 3+ 3/4 - -
⚔ Gun butt 3 3+ 2/3 - -

ABILITIES UNIQUE ACTIONS
- -

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER

GUARDSMAN (COMMS) M APL GA


3⬤ 2 1
DF SV W
WOUNDS
3 5+ 7

WEAPON A BS/WS D SR !
⌖ Lasgun 4 4+ 2/3 - -
⚔ Bayonet 3 4+ 2/3 - -

ABILITIES UNIQUE ACTIONS
Relay Orders
Once in each Turning Point, when this operative is Signal (1AP)
Select one friendly GUARDSMAN operative that is
issued a Guardsman Order, it can relay it. If an order is relayed, within ⬟ of and Visible to this operative. Add 1 to the friendly
subtract one from this operative's APL and all friendly operative's APL. This operative cannot perform this action
GUARDSMAN operatives in the killzone are issued that order. while within Engagement Range of enemy operatives.

IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, GUARDSMAN, COMMS

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