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Codex Militaris

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0% found this document useful (0 votes)
120 views25 pages

Codex Militaris

Uploaded by

Akosh Beresi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Frontier World

2 2 2 2 2 2
Agri World
Wound Threshold: 12 + Brawn
3 2 2 1 2 2 Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Survival Instinct: Frontier worlders begin the game
Wound Threshold: 11 + Brawn
with one rank in Perception or Survival.
Strain Threshold: 11 + Willpower
Rely on None but Yourself: When using Tech Use to
Starting Experience: 100 XP
modify equipment, they decease difficulty by one.
Agrarian Lifestyle: Agri worlders begin the game with
one rank in Athletics or Survival.
Hard Labor: They begin the game with the Rapid Highborn
Recovery talent.
1 2 2 2 2 3
Death World
Wound Threshold: 9 + Brawn
2 2 2 2 2 2 Strain Threshold: 12 + Willpower
Starting Experience: 100 XP
Silver Tongue: Highborn characters begin the game
Wound Threshold: 13 + Brawn
with one rank in Charm or Deception.
Strain Threshold: 11 + Willpower
Hard Labor: While making social tests against high
Starting Experience: 100 XP
authority, gain j. Against lower cast they gain j.
Survivalists: Death worlders begin the game with one
rank in Survival and Resilience.
Paranoia: They always use Vigilance to Initiative rolls. Hive World

Forge World 2 2 2 2 2 2
2 2 3 2 2 1 Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Wound Threshold: 10 + Brawn Starting Experience: 100 XP
Strain Threshold: 10 + Willpower Vigilant: Hive worlders begin the game with one rank
Starting Experience: 95 XP in Perception or Streetwise.
Accustomed to Machines: Forge worlders begin the Accustomed to Crowds: They suffer no penalty for
game with one rank in Tech Use. moving through crowds.
The Flesh is Weak: They begin play with any one Wary: When rolling Initiative, they add s to the test.
cybernetic for free. The worth of this cybernetic must
be under 2000 thrones. Penal Colony

Fortress World 2 2 1 3 2 2
2 2 2 2 2 2 Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Wound Threshold: 11 + Brawn Starting Experience: 100 XP
Strain Threshold: 10 + Willpower Recidivist: Penal colonists begin the game with one
Stating Experience: 110 XP rank in Skulduggery or Deception.
Bred for War: Fortress worlders begin the game with Hard Labor: When searching items on the black
one rank in Ranged (Heavy). market, they can ignore up to jj on Streetwise check.
Stalwart Defenders: If using cover, they gain +1 bonus
to ranged defense.
Schola Progenium War Zone

2 2 2 2 2 2 2 3 1 2 2 2
Wound Threshold: 12 + Brawn Wound Threshold: 11 + Brawn
Strain Threshold: 12 + Willpower Strain Threshold: 10 + Willpower
Starting Experience: 95 XP Starting Experience: 100 XP
Schola Education: Progena begin the game with one War Weary: Warzoners begin the game with one rank
rank in any career skill the player chooses. in Medicine or Vigilance.
Tempered Will: They may ignore j caused by a Battle Ready: They begin the game with the Rapid
critical injury. Recovery talent.
After choosing a career, the player must select the
character’s specialization, which must appear on the list
of the chosen career. Each specialization grants four
bonus career skills, from which the player may choose
two to assign one free rank each. If there is overlap
between the skills granted by the career and the
„A soldier’s life belongs to no one but the Emperor – specialization, and the player has already added a rank to
what heresy it would be to think otherwise! Even an overlapping skill due to the career, the specialization
before his birth, the Emperor’s wisdom has charted may add an additional rank to that skill.
the soldier’s destiny. This ordains the purpose of his Each specialization also provides a list of talents. During
life and the meaning of his death. Because a life holds character creation, the player may purchase as many
value only when one dares to lay it down without talents from this list as their starting resources allow. In
fear.” order to purchase a higher-tier talent, the character must
Codex honoris et servitutis, contemplations of Father already possess at least one talent from the next lower
Caius tier. For example, to purchase a tier 2 talent, the character
must first select at least one tier 1 talent.

During character creation, the player may spend their


experience points on the following:
1. Increasing Characteristics: Each point of increase
costs ten times the value you are raising the
characteristic to. Each increase must be purchased
separately – if you want to raise an characteristic by
two points, it counts as two separate increases. For
example, to raise an characteristic from 2 to 4, first
increase it to 3 for 30 XP, then to 4 for 40 XP. No
characteristic may be raised above 5 in this way.
2. Raising Skills and Purchasing New Ones: Each
rank of a career skill costs five times the rank you are
raising it to. As with characteristics, each rank must
be purchased separately. Non-career skills cost five
additional XP per rank. No skill may be raised above
2.
3. Purchasing Talents: Each talent costs five times its
tier.
4. Acquiring a New Specialization: This option is
available, but comes at a considerably high cost.
Choosing a career and specialization is perhaps the most
important step in character creation. During their career, Characteristic 10 times purchased rank
each character may belong to a single career – the Codex Career Skill 5 times purchased rank
Militaris lists a total of five careers, all of which are tied Non-Career Skill (5 times purchased rank) + 5
to the military. A character’s career determines their Talent 5 times tier of talent
place in the society of the Imperium of Mankind and 10 times number of
Career Specialization
reflects their fundamental knowledge. In the Codex specializations you have
Non-Career (10 times number of
Militaris, each career grants eight skills, from which the
Specialization specializations) + 10
player must choose four, assigning one free rank to each.
All ranks must be assigned to different skills. If a skill
During gameplay, characters may improve in the same
listed under the career has already received ranks due to
ways and at the same costs as during character creation.
the character’s origin, the career may grant an additional
However, the limits on attributes and skills are higher in
rank to that skill. It is important to note that at the end of
play: attributes may be raised up to 6, and skills may be
character creation, no skill may have a rank above two.
increased up to rank 5. The rules for experience cost per
increase remain the same as during character creation.
Sappers build field
A Mechanic sees the battlefield not just as a place of structures, and destroy
war, but as a canvas of machinery and precision. With the structures of the
every repair and modification, they turn the tide of enemy as well.
battle, making the impossible possible for their The Sappers bonus career
comrades. skills are Coordination,
The Mechanic’s eight career skills are Athletics, Cool, Skulduggery, Stealth
Operating (Surface), Perception, Ranged (light), and Tech-Use. He
Scholastic Lore, Tech-Use and Vigilance. The automatically gain one
Mechanic automatically gains a rank in four of these rank in two of these
skills without spending experience points. skills.

The three specializations of the Mechanic are Field Talent list


Surgeon, Sapper and Tech-Priest. Tier 1: Creative Design, Durable, Gearhead, Grit,
Quick Draw, Rapid Recovery, Second Wind,
Toughened.
Battlefields are bloody and Tier 2: Go Without, Inventor, Physical Training,
dangerous places. Field Powerful Blast, Selective Detonation, Stalker, Time to
surgeons serve to prevent Go.
as many casaulties, as
possible. Tier 3: Ambush, Eye for Detail, Grenadier, Time to
Go (Improved), Utility Belt.
The bonus career skills of
the Field Surgeon are Tier 4: Defensive, Enduring, Jury Rigged.
Medicine, Resilience, Tier 5: Dedication, Master Demolitionist, Master
Scholastic Lore and Grenadier.
Vigilance. He
automatically gain one
rank in two of these skills.
The priests of Mechanicus, the
Talent list
enginseers are the field
Tier 1: Durable, Grit, Quick Draw, Rapid Recovery, mechanics of the Imperial Guard.
Second Wind, Surgeon, Toughened. The bonus career skills of the
Tier 2: Go Without, Hard Headed, Physical Training, Tech-Priest are Cool, Forbidden
Researcher, Time to Go. Lore, Scholastic Lore and Tech-
Use.
Tier 3: Alchemical Arts, Opportunist (Medicine),
Painkiller Specialization, Sneak Attack, Time to Go Talent list
(Improved), Utility Belt. Tier 1: Creative Design, Durable, Gearhead, Grit,
Tier 4: Assassin Strike, Defensive, Enduring, Sneak Quick Draw, Second Wind, Sense Danger,
Attack (Improved) Toughened.

Tier 5: Dedication, It’s Not That Bad, Master Tier 2: Flash of Insight, Hold Together, Inventor,
(Medicine). Researcher, Time to Go, Tinkerer.
Tier 3: Eye for Detail, Natural (Tech-Use and
Skulduggery), Time to Go (Improved), Utility Belt.
Tier 4: Defensive, Enduring, Jury Rigged,
Overcharge.
Tier 5: Dedication, Master (Tech-Use), Overcharge
(Improved).
Sergeants are the backbone of every army. They are
Officers are commanders of the armies of the Imperium, commanding men in the heats of battle.
who lead soldiers into battle. Bonus career skills: Athletics, Brawl, Ranged (heavy)
The Officer’s eight career skills are Coercion, Cool, and Survival.
Discipline, Leadership, Military Lore, Perception, Talent list
Ranged (Light) and Vigilance. The Officer
automatically gains a rank in four of these skills without Tier 1: Brace, Durable, Forager, Grit, Painful Blow,
spending experience points. Parry, Quick Draw, Quick Strike, Respected, Second
Wind, Tavern Brawler, Toughened.
The three specializations of the Officer are Commissar,
Sergeant and Void Admiral. Tier 2: Barrage, Command, Coordinated Assault,
Defensive Stance, Dirty Tricks, Dynamic Fire,
Fighter’s Stance, Grapple, Knockdown, Lucky
Strike, Physical Training, Suppressing Fire,
A commissar’s role is Threaten, Unarmed Parry.
simple: preventing the
soldiers to flee from the Tier 3: Ambush, Body Guard, Combat Veteran,
battle – by making them fear Creative Killer, Disarm, Dodge, Encouraging Words,
their commissar more than Field Commander, Fire Control, Form on Me, Hard
the enemy. Boiled, Heroic Will, Intimidating, Pinning Shot, Point
Blank, Seize the Initiative.
The Commissar’s bonus
career skills are Coercion, Tier 4: Back to Back, By the Book, Comrades in Arms,
Cool, Forbidden Lore and Deadeye, Defensive, Enduring, Field Commander
Resilience. (Improved), Moving Target, Pinning Fire
(Improved), Prey on the Weak, Prime Positions, Rain
Talent list of Death, Sorry about the Mess.
Tier 1: Bad Cop, Durable, Grit, Rapid Recovery, Tier 5: Dedication, Heavy Hitter, Indomitable,
Respected, Smooth Talker (Coercion), Toughened. Inspiring Leadership, Master Instructor.
Tier 2: Confidence, Cutting Question, Distracting
Behavior, Inspiring Rhetoric, Know the Enemy,
Loom, Sense Emotions, Threaten. Bonus career skills: Cool, Gunnery, Operating (Void)
Tier 3: Confidence (Improved), Encouraging Words, and Vigilance.
Fearsome Reputation, Inspiring Rhetoric Talent list
(Improved), Intimidating.
Tier 1: Brace, Durable, Grit, Keen Eyed, Rapid
Tier 4: Commanding Presence, Distracting Behavior Reaction, Respected, Signature Vehicle, Toughened.
(Improved), Enduring, Fortune Flavors the Bold,
Inspiring Rhetoric (Supreme), Trust No One. Tier 2: Command, Coordinated Assault, Debilitating
Shot, Fine Tuning, Hold Together, Inspiring Rhetoric,
Tier 5: Altered Deal, Crucial Point, Dedication, Pride and Joy, Shortcut, Speaks Binary.
Indomitable, Inspiring Leadership, Master
(Coercion). Tier 3: Capital Sendoff, Dockyard Expertise, Eagle
Eyes, Fire Control, Formation Tactic, Fortified
Structure, Shortcut (Improved), Smart Handling,
Trust me, Captain.
Tier 4: Brilliant Evasion, Capital Sendoff (Improved),
Commanding Presence, Enduring, Hollistic
Navigation, Moving Target, Speaks Binary
(Improved).
Tier 5: Baleful Gaze, Dedication, Heavy Hitter,
Inspiring Leadership, Master (Operating - Void),
Speak Binary (Suprame).
Gunners are professional with any heavy weaponry from
Vehicles and heavy weaponry are on every battlefield heavy infantry support weapons like machine guns to the
throughough the Imperium. Operators are those who can largest artillery and tank weapons of the Galaxy.
make these function. Bonus career skills: Discipline, Gunnery, Ranged
The Officer’s eight career skills are Cool, Driving, (heavy) and Resilience.
Gunnery, Operating (any one), Perception, Piloting Talent list
(any one), Ranged (light) and Tech-Use. The Operator
automatically gains a rank in four of these skills without Tier 1: Brace, Durable, Extra Ammo, Grit, Hamstring
spending experience points. Shot, Second Wind, Toughened.

The three specializations of the Operator are Driver, Tier 2: Barrage, Burly, Debiliating Shot, Defensive
Gunner and Pilot. Stance, Disorient, Dynamic Fire, Selective
Detonation, Suppressing Fire.
Tier 3: Ambush, Combat Veteran, Fire Control,
Drivers specialized on Grenadier, Hindering Shot, Pinning Fire, Point
land vehicles, like tanks Blank, Powerful Blast.
and Chimeras. As such, Tier 4: Defensive, Enduring, Improvised Position,
they are important part of Pinning Fire (Improved), Precise Aim, Prophetic
each military force. Aim, Rain of Death, Sorry About the Mess, Targeted
Bonus career skills: Cool, Firepower.
Driving, Gunnery and Tier 5: Dedication, Heavy Hitter, Master (Gunnery),
Tech-Use. Master (Ranged – heavy).
Talent list
Tier 1: All Terrain Driver, Brace, Durable, Grit, Let’s
Ride, Signature Vehicle, Solid Repairs, Toughened. Pilots operate flying machines from Vulture gunships to
light void machines.
Tier 2: Daring Aviator, Debiliating Shot, Dynamic
Fire, Fine Tuning, Freerunning, Hold Together, Time Bonus career skills: Gunnery, Piloting (planetary),
to Go. Piloting (void) and Vigilance.

Tier 3: Combat Veteran, Customized Cooling Unit, Talent list


Daring Turn, Fire Control, Fortified Structure, Full Tier 1: Durable, Grit, Hamstring Shot, Let’s Ride,
Throttle, Hindering Shot, Time to Go (Improved), Second Wind, Signature Vehicle, Toughened.
Tricky Target.
Tier 2: Barrage, Daring Aviator, Debiliating Shot,
Tier 4: Brilliant Evasion, Defensive Driving, Disorient, Fine Tuning, Freerunning, Hold Together,
Enduring, Full Throttle (Improved), Moving Target, Shortcut, Time to Go.
Offensive Driving, Reinforced Frame.
Tier 3: Barrel Roll, Combat Veteran, Daring Turn,
Tier 5: Custom Loadout, Dedication, Full Throttle Eagle Eyes, Freerunning (Improved), Full Throttle,
(Supreme), Heavy Hitter, Master Driver. Hindering Shot, Natural (Piloting), Overwhelm
Defenses, Shortcut (Improved), Tuned Maneuvering
Thrusters.
Tier 4: Brilliant Evasion, Deadly Accuracy
(Gunnery), Defensive Driving, Enduring, Full
Throttle (Improved), Moving Target, Offensive
Driving, Reinforced Frame.
Tier 5: Custom Loadout, Dedication, Full Throttle
(Supreme), Master Pilot, Superhuman Reflexes.
The infiltrator’s task is to sabotage enemy objects for
Spies are trained to fulfil covert missions behind enemy preventing military operations.
lines, from eliminating key persons and equipment of the Bonus career skills: Deception, Melee (light),
enemy to gaining crucial military information. Skulduggery and Streetwise.
The Spy’s eight career skills are Cool, Coordination, Talent list
Deception, Discipline, Military Lore, Perception,
Skulduggery and Stealth. The Spy automatically gains Tier 1: Bought Info, Desperate Recovery, Durable,
a rank in four of these skills without spending experience Finesse, Grit, Parry, Quick Draw, Smooth Talker,
points. Street Slang, Toughened, Unremerkable.

The three specializations of the Spy are Assassin, Tier 2: Confidence, Dirty Tricks, Inventor,
Infiltrator and Scout. Knockdown, Know the Enemy, Stalker, Time to Go.
Tier 3: Ambush, Disarming Smile, Dodge, Feint,
Lethal Blows, Opportunist, Parry (Improved), Point
Assassins are Blank.
professional killers, who Tier 4: Better Luck Next Time, Double Talk,
are trained to kill enemy Enduring, Finesse (Improved), In the Know, Precise
commanders, diplomats Aim, Street Smarts, Trust No One.
and other important
personal. Tier 5: Coordination Dodge, Dedication, Master of
Shadows.
Bonus career skills:
Melee (light), Ranged (light), Skulduggery and
Stealth.
Scouts gather informations about the enemy army. The
Talent list
good scout is, who is not known to have been there.
Tier 1: Creative Design, Desperate Recovery, Bonus career skills: Athletics, Drive, Medicine and
Durable, Finesse, Grit, Jump Up, Parry, Precision, Survival.
Toughened, Tumble, Unremerkable.
Talent list
Tier 2: Dirty Tricks, Grapple, Impaling Strike, Knows
the Ropes, Side Step, Stalker, Stunning Blow. Tier 1: All Terrain Driver, Desperate Recovery,
Durable, Finesse, Forager, Grit, Let’s Ride, Parry,
Tier 3: Alchemical Arts, Counterattack, Creative Quick Draw, Second Wind, Signature Vehicle, Swift,
Killer, Disarm, Dodge, Feint, Lethal Blows, Parry Toughened, Unremerkable.
(Improved), Pressure Point, Sneak Attack, Stunning
Blow (Improved). Tier 2: Confidence, Daring Aviator, Grapple, Hard
Headed, Heightened Awareness, Improvised
Tier 4: Assassin Strike, Deadeye, Deadly Accuracy, Defenses, Know the Enemy, Physical Training, Quick
Enduring, Finesse (Improved), Precise Aim, Sneak Draw (Improved), Shortcut, Stalker, Time to Go,
Attack (Improved), Unrelenting.
Uncanny Senses.
Tier 5: Coordination Dodge, Dedication, Master of Tier 3: Combat Veteran, Confidence (Improved),
Shadows, Sneak Attack (Supreme). Constant Vigilance, Cunning Snare, Dodge, Eagle
Eyes, Full Throttle, Opportunist, Tuned
Maneuvering Thrusters.
Tier 4: Brilliant Evasion, Defensive, Defensive
Driving, Enduring, Full Throttle (Improved),
Improvised Position.
Tier 5: Coordination Dodge, Dedication, Full Throttle
(Supreme).
Riflemen are universally trained foot soldiers, who can
Troopers are the backbone of the Imperial Guard: they handle most battlefield situations.
are the foot soldiers facing and fighting the foe on Bonus career skills: Cool, Discipline, Melee (light) and
thousands of battlefields across the Galaxy. Ranged (heavy).
The Trooper’s eight career skills are Athletics, Brawl, Talent list
Medicine, Melee (heavy), Melee (light), Ranged
(heavy), Ranged (light) and Survival. The Trooper Tier 1: Brace, Durable, Extra Ammo, Grit, Hamstring
automatically gains a rank in four of these skills without Shot, Precision, Quick Draw, Second Wind, Swift,
spending experience points. Toughened.

The three specializations of the Trooper are Assault Tier 2: Barrage, Burly, Confidence, Defensive Stance,
Trooper, Rifleman and Sharpshooter. Dynamic Fire, Improvised Defenses, Lethal Blows,
Physical Training, Quick Draw (Improved), Strong
Arm, Threaten, Unstoppable.

Assault troopers are Tier 3: Ambush, Blind Spot, Combat Veteran,


trained and equipped to Constant Vigilance, Eagle Eyes, Grenadier, Pinning
close combat. Fire, Point Blank.

Bonus career skills: Tier 4: Back to Back, By the Book, Defensive,


Melee (light), Melee Enduring, Moving Target, Pinning Fire (Improved),
(heavy), Resilience and Rain of Death, Spitfire.
Survival. Tier 5: Barbaric Strength, Dedication, Indomitable.
Talent list
Tier 1: Brace, Bullrush, Duelist, Durable, Grit, Quick
Strike, Second Wind, Tavern Brawler, Toughened. Sharpshooters are trained
marksmen, who can
Tier 2: Blooded, Dirty Tricks, Dual Wielder, Fighter’s eliminate targets on extreme
Stance, Grapple, Heroic Recovery, Knockdown, ranges.
Lethal Blows, Multiple Opponents, Physical
Training, Reckless Charge, Strong Arm, Unarmed Bonus career skills: Cool,
Parry, Unstoppable. Perception, Ranged (light)
and Ranged (heavy).
Tier 3: Blooded (Improved), Body Guard, Combat
Veteran, Constant Vigilance, Disarm, Dodge, Talent list
Extended Reach, Feral Strength, Frenzied Attack, Tier 1: Brace, Expert Tracker, Durable, Forager, Grit,
Heroic Resilience, Iron Body, Pin, Powerful Blast, Precision, Second Wind, Toughened.
Pressure Point.
Tier 2: Heightened Awareness, Hunter’s Quarry,
Tier 4: Body Guard (Improved), Defensive, Enduring, Lethal Blows, Physical Training, Sniper Shot, Stalker,
Flurry of Blows.
True Aim, Uncanny Senses.
Tier 5: Barbaric Strength, Crushing Blow, Tier 3: Combat Veteran, Constant Vigilance, Eagle
Dedication, Indomitable. Eyes, Hunter’s Quarry (Improved), Natural
Marksman.
Tier 4: By the Book, Deadeye, Deadly Accuracy,
Enduring, Precise Aim, Prophetic Aim, Steady Aim,
Targeted Firepower.
Tier 5: Crushing Blow, Dedication, Heavy Hitter,
Targeted Blow.
Cost: 15 Points

Hostile Environment: Soldiers of a Death world


The Imperial Guard is a vast military organization of regiment gain one rank on Survival and Resilience skill.
hundreds of millions soldiers in their ranks. No one, not Feral Temperament: Death world stationed soldiers
even the Ordo Militaris knows, how many soldiers gain j to friendly social checks to everyone not from
exactly are in service in any given moment: too many their world.
soldiers are fighting in thousands of war zones across the
Galaxy. Cost: 5 Points
The most important building blocks of the Imperial Savages: Soldiers of a Feral world regiment gain one
Guards are it’s regiments. A regiment counts 3-10.000 rank on Brawn or Melee (heavy) skill.
soldiers, that share a common regimental identity. Each
regiment of the Imperial Guard may recruit it’s soldiers Primitive: Feral world stationed soldiers gain j to Tech-
from a single world, or from multiple planets, depending Use checks.
on the traditions and needs of the Departmento
Munitorum. Cost: 5 Points

Creating the regiment is an unique, but very important Chivalric Armory: Soldiers of a Feudal world regiment
part of the character creation in Codex Imperialis. The gain one rank on Melee (light) skill.
regiment is much more then just a number and a name –
as mentioned above, it is also a shared identity of the Superstitious: Feudal world stationed soldiers gain j to
soldiers, and it gains some bonuses to the player Scholastic lore checks.
characters.
Cost: 10 Points
For designing your regiment, you have 100 points total.
These points can not be spent outside of the regiment Children of the Machine: Soldiers of a Forge world
creation system – all unused points get lost. Creating the regiment gain one rank on Tech-Use skill.
regiment follows distinct steps. These define the
Flesh is Weak: Forge world stationed soldiers gain j to
regiment’s origin, structure, and character, both in the
Survival checks in wild or technically undeveloped
narrative and in-game mechanics. The steps are:
environments.
1. Homeworld
2. Regiment Type
3. Training Doctrines
4. Special Equipment
5. Special Units in the regiment.
6. Commander Type
7. Drawbacks for getting some points.

A regiments homeworld means the world, where the


regiment is stationing. Most of the cases it is also the
world, where the soldiers of the regiment are recruited, Cost: 15 Points
but it is not necessary.
Iron Discipline: Soldiers of a Fortress world regiment
Cost: 5 Points gain j on all combat checks, if defending in fortified
positions.
Helping Hands: Soldiers of an Agri world regiment gain
one rank on Operating (surface) or Drive skill. Fortress-Bound: Fortress world stationed soldiers gain
j to Leadership checks on open ground or at offensive
Cultivated Habits: Agri world stationed soldiers gain j actions.
to Survival checks in wilderness environments.
Cost: 10 Points

Trailblazers: Soldiers of a Frontier world regiment gain


one rank on Riding skill. Cost: 20 Points

Unaccustomed to Cities: Frontier world stationed


soldiers gain j to Survival, Leadership and Streetwise
checks in urban and industrial environments.

Cost: 15 Points

Noble Born: Soldiers of a highborn regiment gain the


Proper Upbringing talent for free.
Aristocratic Prejudice: Highborn regiment soldiers
gain j to Leadership checks when cooperating with
regiments of lower status.
Alongside the serried ranks of infantry and the humble
Cost: 5 Points lasgun, little is as emblematic of the wars of the Imperial
Guard as the armoured might of its tanks. Rugged,
Urban Acclimatization: Soldiers of a Hive world resilient, and capable of unleashing staggering amounts
regiment gain j on Coordination, Stealth, Ranged of firepower, there is little that can stand before the fury
combat and Streetwise checks in urban and dense of companies of Leman Russ battle tanks, let alone the
populated industrial enviroments. terrible and wondrous power of the Baneblade. The
crews of these mighty behemoths are justifiably proud of
Cultivated Habits: Agri world stationed soldiers gain j their status, and the accomplishments of their steel
to Survival checks in wilderness environments. charges.
Cost: 5 Points Skills: Operate (surface) and Gunnery become career
skills.
Enforcer: Soldiers of a Penal Colony regiment gain one
rank on Coercion skill. Regiment Structure: 12 armored companies; 1
machanized artillery company; 1 armored recon
Inexperienced against Armed Foe: Penal Colony company.
stationed soldiers gain j to Leadership and combat
checks against organized and non-human forces. Regiment Armory: Leman Russ tank with Battle
Cannon (armored companies); Leman Russ with
Cost: 10 Points Demolisher Cannon (mechanized artillery company);
Chimera Light Tanks (armored recon company).
Faithful Zeal: Soldiers of a Penitent regiment gain j on
all Discipline and Leadership check, if they are Cost: 20 Points
commanded by a religious leader.
Assault Infantry Regiments are the blunt instruments of
Unstoppable Fanatism: Each Leadership check on the Imperial Guard, trained and equipped to shatter
Penitent regiment soldiers that involves retreat or enemy lines in brutal close-quarters combat. Unlike
stopping an attack gain j. standard line infantry, they are not meant to hold ground
or engage in long-range firefights. Instead, their doctrine
Cost: 10 Points revolves around rapid assaults, overwhelming
aggression, and vicious melee.
Steel Discipline: Soldiers of a Void regiment gain one
rank on Discipline and Resilience skills. Their companies are armed with short-ranged weapons,
such as lascarbines, flamers, and grenade launchers,
Isolated: Void stationed soldiers gain j to all social supported by heavy weapon teams to break entrenched
checks against characters outside of their homebase. positions. Once the breach is made, the infantry surges
forward, relying on bayonets, chainblades, and brute
force to finish the fight.
Skills: Brawl and Melee (heavy) become career skills.
Regiment Structure: 12 assault companies; 1 infantry Regiment Structure: 4 Heavy Armor companies, 8
support company; 1 infantry recon company. Armored companies, 1 Armored recon company, 1
Mechanized artillery company.
Regiment Armory: 1 Las Carbine with bayonet, 1
combat knife, 4 frag grenade, Flak Armour. 1 Mortar, 1 Regiment Armory: Baneblade tank (heavy armor
Flamer or 1 M41 Multi Las / Squad (support company); companies); Leman Russ tank with Battle Cannon
1 Long Las / Squad (recon company). (armored companies); Leman Russ with Demolisher
Cannon (mechanized artillery company); Chimera Light
Cost: 60 Points Tanks (armored recon company).

Drop Infantry are elite, rapid-deployment troops, trained Cost: 40 Points


to operate independently behind enemy lines. Each
squad is equipped for close combat and supported by
specialized weapons, allowing them to carry out assaults,
sabotage, and reconnaissance without immediate support
from the main force. They excel at infiltration, survival,
and hit-and-run tactics, making them a flexible and
dangerous element on the battlefield.
Skills: Stealth and Survival become career skills.
Talents: All members of the regiment gets one of the
following talents for free: Burly, Dual Wielder, Lucky
Strike or Selective Detonation.
Regiment Structure: 14 drop infantry companies.
Regiment Armory: 1 Las Carbine, 1 combat knife, 4 Heavy Infantry Regiments are the stalwart defenders and
frag grenade, Flak Armour, 1 Drop Pod; 1 Long Las / siege specialists of the Imperial Guard. Clad in
squad; 1 Mortar / company, 1 M41 Multi Laser / reinforced armor and armed with heavy weaponry, these
company. troops excel at holding key positions and supporting
prolonged assaults. Slow but resilient, they can
Cost: 60 Points withstand intense enemy fire while delivering
devastating counterattacks, making them indispensable
in both offensive sieges and defensive operations.
Skills: Gunnery and Resilience become career skills.
Regiment Structure: 12 heavy companies, 1 infantry
recon company, 1 infantry support company.
Regiment Armory: 1 Las Carbine / Lasgun / Shotgun,
1 bayonet, 1 combat knife, 4 frag grenade, 1 M41 Multi
Laser / Squad, 1 Flamer / Squad, Carapace armor; 1 Long
Las / Squad (recon company); 1 Mortar / Grenade
Launcher / Rocket Launcher / M41 Multi Laser squad.
Heavy Armored Regiments form the backbone of the
Imperial Guard’s most devastating armored formations. Cost: 30 Points
Built around the heaviest Leman Russ variants and
The Intelligence Regiment operates in the shadows of the
Baneblade super-heavy tanks, these units excel at
Imperium’s battlefields, rarely seen and often forgotten
breaking through fortified lines and sustaining prolonged
by those who reap the fruits of their labor. Tasked with
engagements. Recon and mechanized artillery elements
gathering critical information, disrupting enemy
provide crucial support, but the regiment’s strength lies
communications, and guiding strike teams, these soldiers
in its massive firepower and impenetrable armor,
form the invisible backbone of Imperial operations.
allowing it to dominate the battlefield with relentless,
Electronic Recon Companies monitor and intercept
crushing force.
signals from well-protected observation posts, Psyker
Skills: Operate (surface) and Gunnery become career Companies extend their senses beyond the material
skills. realm, and Infiltrator Companies strike swiftly and
silently when subtlety is paramount.
While they seldom face the enemy directly, their loss can Cost: 25 Points
cripple entire campaigns; the elimination of a single
recon post can unravel the communications and
coordination of entire brigades. As such, Intelligence
Regiments rely on the protection of other Imperial units
while exploiting advanced sensor arrays, psychic focus
relics, and modular communication hubs to maintain the
flow of critical information. Their existence is often
classified, their actions unrecorded, but their influence is
felt across the galaxy.
Skills: Deception and Skulduggery become career skills.
Regiment Structure: 4 electronic recon companies; 1
psyker company; 1 infiltrator company. Light Infantry Regiments form the vanguard of the
Imperial Guard’s ground forces, trained to move swiftly
Regiment Armory: 1 Laspistol, 1 Combat Knife, Heavy and strike where the enemy is weakest. Lightly armed
Clothes, 1 Chimera Sensor Array / Company, 1 Chimera and unencumbered by heavy equipment, they excel at
Based Comms Hub / Company; 1 Chimera Long Range rapid maneuvers, ambushes, and fighting in difficult
Sensor Beacon / Company, Data Link Terminal terrain. Though lacking the staying power of line or
(Electronic Recon Companies); 1 Psyonic Focus relic, heavy infantry, their mobility makes them indispensable
Basic sensor array (psyker company); 1 Laspistol with for reconnaissance and hit-and-run engagements.
silencer, 1 Combat knife, Mesh armor, Lockpick. 1 Long
Las with silencer / squad. Skills: Stealth and Ranged (light) become career skills.

Cost: 30 Points Regiment Structure: 13 light infantry companies, 1


support company.
Regiment Armory: 1 Lasgun or Las Carbine, 1 combat
knife, 2 frag grenade, Camouflage coat,; 1 Long Las /
squad (light companies); 1 Mortar / squad, 1 M41 Multi
Laser / squad (support company).

Cost: 25 Points

Line Infantry Regiments are the backbone of the


Imperial Guard, the standard by which all other
formations are measured. They possess no singular
specialization, yet their versatility allows them to adapt
Light Armor Regiments are the swift, aggressive strike to any battlefield role. Though they lack the heavy
units of the Imperial Guard. They excel in hit-and-run firepower of siege troops or the shock tactics of assault
tactics, using speed and mobility to harass the enemy, units, their discipline and sheer numbers ensure that the
seize key terrain, and withdraw before facing sustained Imperium always has soldiers to hold the line.
retaliation. Though lightly armored, their rapid
Skills: Discipline and Ranged (heavy) become career
maneuvers and concentrated firepower make them
skills.
deadly against isolated or overextended foes.
Regiment Structure: 12 infantry companies, 1 recon
Skills: Drive and Gunnery become career skills.
company, 1 support company.
Regiment Structure: 12 Light Armor companies, 1
Regiment Armory: 1 Lasgun, 1 combat knife, 2 frag
Armored recon company, 1 Direct Support Company.
grenade, Flak Armour; 1 Long Las / squad (recon
Regiment Armory: Chimera tank with Heavy Bolter company); 1 Mortar / squad, 1 M41 Multi Laser / squad
(light armor companies); Sentinel (armored recon (support company).
company); Valkyrie (direct support company).
Cost: 50 Points

Mechanized Infantry Regiments combine the aggressive Troopers are the backbone of the Imperial Guard: they
close-combat training of assault troops with the mobility are the foot sold
and protection of Chimera APCs. They strike at critical
points on the battlefield, support armored units, and
exploit gaps in enemy lines with speed and precision.
While their soldiers fight like standard infantry, it is the
Chimeras that grant them the ability to arrive where they
are most needed, turning the tide of battle through rapid,
decisive action.
Skills: Drive and Ranged (heavy) become career skills.
Regiment Structure: 10 infantry companies; 3
mechanized support company; 1 mechanized recon
company.
Regiment Armory: 1 Las Carbine with bayonet, 1
combat knife, 4 frag grenade, Flak Armour; 1 Chimera
APC / Squad (infantry companies); 1 Chimera Missile
Launcher / company, 2 Chimera Multilaser / company, 1
Chimera Flamer / company (support companies); 1
Tauros / squad (recon company).

Cost: 40 Points

Reconnaissance Regiments serve as the eyes and ears of


the Imperial Guard, moving ahead of the main forces to
gather intelligence and map enemy positions. Lightly
armed and highly mobile, these units avoid prolonged
combat, relying on speed, stealth, and cunning to
survive. Their reports and observations shape the
battlefield, making them invaluable despite their limited
offensive capability.
Skills: Drive and Stealth become career skills.
Regiment Structure: 12 recon companies, 2 light recon
company
Regiment Armory: Sentinel (recon companies), 1
Lasgun, 1 Laspistol, 1 frag grenade, rangefinders, light
sensor arrays; Scout Bike (light recon companies).
The Depertamento Munitorum issues every member of
the Imperial Guard a standard kit. This provides every
soldier with the necessities needed to function as an
effective member of the vast fighting force, however it is Low tech weapons are practical, because they do not
just the most necessary kit, nothing more. In reality, the need energy source to function. They are used in many
regiments may change this weaponry, and thus the worlds, for there is no capacity to produce more
different units of Imperial Guard use a vast variety of developed ones.
weapons and armors.

In the 41st millenium, almost every military force relies


on ranged weaponry. Melee weapons, however, find
their uses in the battlefields.

These weapons generate a distruptive energy field along


their edge or head, which can puncture even through the
toughest armor.

Chain weapons are brutal war devices. Although they are A vast variety of ranged weaponry is used by the
produced in many variants, all of them are variants of Imperial Guard. Most of them are produced by thousands
bladed weapons, where the edge is replaced by fast of manufactors.
moving teeth that can bite into flesh and bone, causing
terrible wounds.

Made from the rarest materials and interlaced with Bolters are main weaponry of the Space Marines, which
psychic reactive and channelling circuitry of a design fire with exploding ammo. Most bolters are too heavy to
said to have originated with the Emperor himself when be used someone weaker than a Space Marine. However,
he walked among mortal men, force weapons are capable some of them may find use in some specific units of the
of channelling the mental power and aggression of a Imperial Guard.
psyker into deadly, reality-rending force.
Melta weapons are slow firing weapons, which fire
Flamers are feared weapons on every battlefield of the ammunition, that can melt through practically every
Galaxy. All of them use fire to eliminate soft targets like material.
infantry.

Launchers use exploding or special munition – grenades


and rockets. They can be used in anti-infantry, anti-air Plasma weapons fire with very hot liquid ammunition,
and anti-tank roles. that burns flesh and other soft targets. This type of
ammunition is ineffective against armored targets.

Las weapons are the most common infantry weapons of


the 41st Millenium. They use small energy cells as These weapons have been existing since ancient times of
ammunition. Mankind. Commonly known as slug-throwers, these
weapons are exceedingly plentiful across the Imperium.
Most alien races have their own versions as well, for both
technology and manufacture are fairly simple. Citizens
of all types commonly carry one kind or another for their
basic protection or livelihood.
Bolt Pistol Light 10 2 Med 3 2 2100 7 Pierce 2, Scarce Ammo, Vicious 2
Boltgun Heavy 10 2 Long 6 3 2500 8 Pierce 2, Vicious 2
Storm Bolter Heavy 10 2 Long 7 3 3250 10 Linked 3, Pierce 2, Vicious 2
Auto-fire (only), Cumbersome 5,
Heavy Bolter Gunnery 14 2 Long 9 3 5000 8
Pierce 3, Vicious 3

Hand Flamer Light 5 3 Short 4 2 520 6 Burn 2, Blast 5, Scarce Ammo


Flamer Heavy 8 3 Short 6 3 1400 5 Burn 3, Blast 8
Heavy Flamer Gunnery 11 2 Med 10 3 2250 4 Burn 4, Blast 11, Cumbersome 4

Grenade
Gunnery - - Med 5 2 1500 5 Special
Launcher
Rocket Breach 2, Blast 6, Prepare 1, Limited
Gunnery 20 3 Long 6 2 2500 7
Launcher Ammo 1

Laspistol Light 6 4 Med 1 2 360 3 Reliable


Las Carbine Heavy 6 3 Med 3 2 450 5 Auto-fire
Lasgun Heavy 7 4 Med 4 3 480 3 Reliable
Long Las Heavy 7 3 Ext 6 3 690 5 Accurate 1, Reliable
M41 Multi Las Gunnery 9 3 Long 10 2 1000 5 Auto-fire (only)

Inferno Pistol Light 13 1 Short 3 0 10700 11 Breach 2, Destructive, Vicious 3


Meltagun Heavy 15 1 Short 6 1 8700 9 Breach 2, Destructive, Vicious 3
Multi-Melta Gunnery 25 1 Med 9 2 17000 10 Breach 3, Cumbersome 6, Vicious 3

Plasma Pistol Light 11 2 Short 3 2 3000 8 Maximal, Pierce 5, Vicious 2


Plasma Gun Heavy 12 2 Med 6 3 3150 8 Maximal, Pierce 5, Vicious 2
Blast 12, Breach 1, Cumbersome 6,
Plasma Cannon Gunnery 16 2 Long 9 3 8300 9
Maximal, Vicious 2

Autopistol Light 5 4 Med 3 2 210 4 Auto-fire, Inaccurate 1


Stub Gun Light 6 4 Med 1 5 200 3 –
Stub Revolver Light 7 3 Med 2 3 250 2 Reliable
Hand Cannon Light 8 2 Med 2 2 460 5 Pierce 1, Inaccurate 1
Sniper Rifle Heavy 8 3 Ext 6 2 600 5 Accurate 1, Cumbersome 2
Shotgun Heavy 8 3 Short 3 3 500 4 Blast 4, Knockdown
Combat
Heavy 8 2 Short 4 2 650 5 Blast 6, Knockdown
Shotgun
Heavy Stubber Gunnery 12 2 Long 9 2 780 6 Auto-fire (only), Cumbersome 4
Chain axe Light +4 3 Eng 3 2 450 5 Pierce 1, Vicious 4
Chain fist Brawl +2 2 Eng 2 1 400 5 Pierce 1, Vicious 3
Chainsword Light +4 2 Eng 3 2 500 5 Defensive 1, Pierce 1, Vicious 3
Breach 1, Cumbersome 4, Dangerous,
Eviscerator Heavy +7 1 Eng 6 3 1350 5
Vicious 5

Force Axe Light +3 3 Eng 3 2 2500 10 Force, Vicious


Force Hammer Heavy +5 3 Eng 6 2 4000 11 Cumbersome 4, Disorient 4, Force
Force Sword Light +3 2 Eng 3 2 3000 10 Defensive 1, Force
Force Staff Heavy +2 4 Eng 2 2 1750 9 Defensive 1, Disorient 3, Force

Axe Light +3 4 Eng 2 3 60 2 Vicious 1


Brass Knuckles Brawl +1 4 Eng 1 1 45 2 Disorient 3
Greataxe Heavy +4 3 Eng 3 3 75 5 Cumbersome 3, Pierce 2, Vicious 1
Breach 1, Disorient 5, Limited Ammo 1,
Hunting Lance Heavy 14 2 Eng 5 1 400 5
Special
Knife Light +1 3 Eng 1 2 25 2 –
Maul Light +3 4 Eng 2 3 45 2 –
Defensive 1, Deflection 1, Inaccurate 1,
Shield Light +0 6 Eng 2 3 40 3
Knockdown
Spear Heavy +3 3 Eng 4 3 50 3 Accurate 1, Defensive 1
Staff Heavy +2 4 Eng 3 3 35 2 Defensive 1, Disorient 3
Sword Light +3 3 Eng 2 3 70 2 Defensive 1
Cumbersome 4, Disorient 4,
Warhammer Heavy +5 3 Eng 5 3 120 5
Knockdown

Breach 2, Cumbersome 3, Destructive,


Omnissian Axe Heavy +7 2 Eng 5 3 2700 9
Sunder, Vicious 2
Breach 2, Destructive, Sunder, Vicious
Power Axe Light +6 3 Eng 3 1 2250 8
2
Defensive 3, Deflection 3, Inaccurate 1,
Power Shield Light +3 4 Eng 4 2 3450 8
Knockdown
Breach 2, Defensive 1, Destructive,
Power Sword Light +6 2 Eng 3 1 2350 8
Sunder
Breach 2, Cumbersome 4, Destructive,
Thunderhammer Heavy +8 2 Eng 6 1 2800 10
Disorient 4, Knockdown, Sunder

Shock Gauntlets Brawl +2 5 Eng 1 1 270 6 Disorient 2, Special, Stun Damage


Just as the lasgun is the most
Given the power and lethality of the weaponry common type of weapon in the
surrounding them, it is to be expected that many seek out galaxy, so too is flak the most
as much protection as possible. Such protection common type of armour, both
generally comes in two forms: personal armour designed due to their standard usage in
to absorb or redirect damage, and exotic field devices the Imperial Guard. Flak
that rely on arcane technologies to shield the wearer from armour is made from multiple
harm. layers of ablative and impact–
absorbent materials, designed
to deal with light weapon
While not necessarily of lesser defensive capability, this attacks and proximity blasts.
type of armour is generally of a straightforward nature. While not prepared to stop
Thick leather coats, protective body gloves, xenos furs, heavy weapons fire, it is
heavy robes, quilted vests, and chainmail are common relatively lightweight, simple
across the Imperium. and inexpensive to
manufacture, and dependable
in combat.

Heavy clothing is a little bit more


than civilian clothes: sturdy,
Made from moulded plates of
well-made articles of clothing plasteel or ceramite, carapace
built to withstand the rigors of the
armour is often a sign of status
Void and the hostile worlds. Most
amongst Imperial officers and
military men bear more effective
Acolytes. Elite warriors from
armors under battlefield the Militarum Tempsetus and
circumstances – however,
Adeptus Arbites wear full
commissars and some high rank
body suits of the material, but
officers, who are normally far
it is more commonly used for
away from the real dangers of chest protection, or woven
battles, have this kind of clothes.
into flak suits as modular
plates which can be removed and replaced when
damaged. Carapace comes in levels of protection, with
This kind of armor is used on the associated trade-off between effectiveness and
feudal and feral worlds – under weight.
some circumstances it may also
be practical for the Imperial
Guard regiments to introduce This advanced armour
such primitive defensive gear: consists of thick, ceramite
escpecially on worlds, where plates and uses an integral
modern technology mostly power source to augment
inavailable is. the user’s strength and
mobility. Many suits are
Chainmail is not a very
heirloom items hundreds –
effective armor, however, it is easy to equip and to wear.
or even thousands – of
Feudal plate mail is supprisingly effective, despite it’s years old. Most Imperial
outdated design. However, it is heavy: When wearing Guard regiments do not
feudal world plate, characters add jj to all Athletics have access to power
and Coordination checks. armors, that are associated with the Adeptus Astartes.
However, most developed regiments may introduce
power armors for their most elite soldiers or officers.
Chainmail Suit 0 2 350 4 1 3
Feudal World Plate Armor 0 3 630 6 2 4
Heavy Clothing 0 1 35 3 1 1

Flak Vest 1 2 450 2 1 3


Light Flak Coat 1 1 320 3 2 4
Flak Armor 1 2 680 4 3 5

Carapace Chestplate 1 3 1000 3 2 6


Enforcer Light Carapace 1 3 1550 4 3 7
Military Carapace Armor 2 3 2000 5 4 8

Light Power Armor 2 3 8000 8 3 9


Medium Power Armor 2 4 13000 12 4 10
Heavy Power Armor 2 5 - 14 5 10
these provide the vehicle with very high top speeds, both
on- and off-road. Drop troops may use Centaur, as fire
support and light transport vehicle.
In the brutal and unforgiving battlefields of the 41st
Millennium, the Astra Militarum is defined not only by
the courage and tenacity of its soldiers but also by the

2 4 +1
relentless power of its vehicles. These war machines, 0 3/1/1/2
from the humble Chimera transports to the mighty
Baneblade super-heavy tanks, are the backbone of the 4 4
Imperial Guard’s mechanized warfare. They are the
massive, ironclad beasts that carve through enemy lines, Skill: Drive
delivering firepower and protection to the men and Crew: One pilot + one gunner
women they carry into the fray. Encumbrance Capacity: 5
Passanger Capacity: 1
Customization Hard Points: 2
Weapons: Heavy stubber (Fire Arc: Forward, Damage
12, Critical 2, Long range, Autofire (only), Character
scale) [Linked 1 on the Venator variant]

2 2 +0 0 4/4/4/2

4 4

Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 10
Passanger Capacity: 2
Customization Hard Points: 2
Weapons: Heavy stubber (Fire Arc: Forward, Damage
12, Critical 2, Long range, Autofire (only), Character
The Tauros is a wheeled reconnaissance vehicle of the
scale)
Imperial Guard. Despite it’s very light defenses, and
open frame, the Tauros is a sturdy and reliable car, which
can operate even the harshest circumstances. All Tauros
are equipped with galvanic motor technology allowing
them to press ahead even after taking damage to their
traction.

3 3 +0 0 3/3/3/2

7 8

Centaurs are light and lightly armored tracked vehicles Skill: Drive
used to tow field artillery and to provide transport for the Crew: One pilot + one gunner
weapon’s crew. The most prominent feature of the Encumbrance Capacity: 20
Centaur are its twin engines, mounted in its track Passanger Capacity: 12
sponsons, and a very large power pack for a vehicle of Customization Hard Points: 2
its size. While useful for pulling heavy loads such as Weapons: Twin Storm Bolter (Fire Arc: All, Damage
supply trailers and weapons, when operating on its own
10, Critical 2, Long range, Linked 1, Pierce 2, Vicious 2, is very successful because of it’s versitality: a lot of
Character scale. combat vehicles have been built on Chimera chassis
from command vehicles through mobile artillery to siege
vehicles.

3 3 -1 0 4/4/4/2

9 8

Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 0
The Taurox is an armored personal carrier of the Imperial Customization Hard Points: 2
Guard. Although weaker than the standard Chimera, the Weapons: Earthshaker Cannon (Fire Arc: Forward,
Taurox is a very versatile vehicle, which has wheeled, Extreme range, Damage 9, Critical 3, Blast 6, Limited
semitracked and full tracked variants as well. It’s Ammo 1, Prepare 5, Planetary scale).
standard weapon is a twin storm bolter, but it can be
Heavy Bolter (Fire Arc: Forward, Damage 10, Critical 2,
equiped with a lot of different weapons, like rocket pods,
Long range, Auto-fire (only), Pierce 3, Vicious 3, Character
autocannons and gatling cannons.
Scale.

3 3 -1 0 4/4/4/2

9 8

Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 7 The Basilisk is a mobile Earthshaker cannon on Chimera
Customization Hard Points: 2 chassis. It is used as support vehicle for armored and
Weapons: Twin Heavy Bolter (Fire Arc: All, Damage mechanized units.
10, Critical 2, Long range, Auto-fire (only), Linked 1,
Pierce 3, Vicious 3, Character Scale.

Heavy Flamer (Fire Arc: Forward, Damage 14, Critical 2,


Burn 4, Blast 11, Character Scale).

The Chimera is the most standard Armored Personal


Carrier and light tank of the Imperial Guard. The vehicle
3 3 -1 0 4/4/4/2

9 8

Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 0
Customization Hard Points: 2
Weapons: Quad Cannon (Fire Arc: All, Extreme range,
Damage 4, Critical 3, Accurate 1, Linked 3, Planetary
Scale).

Heavy Bolter (Fire Arc: Forward, Damage 10, Critical 2,


Long range, Auto-fire (only), Pierce 3, Vicious 3, Character
Scale.
The Basilisk is a mobile Earthshaker cannon on Chimera
chassis. It is used as support vehicle for armored and
mechanized units.
Heavy Bolter Long 14 2 Auto-fire (only), Pierce 3, Vicious 3
Heavy Flamer Medium 11 2 Burn 4, Blast 11
Heavy Stubber Long 12 2 Auto-fire (only)
Inferno Cannon (flamer) Medium 16 2 Burn 4, Blast 20
Inferno Gun (flamer) Medium 14 2 Burn 4, Blast 15
Multi-Laser Long 9 3 Auto-fire (only)
Multi-Melta Medium 25 1 Breach 3, Vicious 3
Plasma Cannon Long 9 3 Blast 12, Breach 1, Maximal, Vicious 2
Punisher Rotary Cannon Long 12 2 Auto-fire (only)
Tauros Grenade Launcher Extreme 17 2 Blast 10, Pierce 4
R. Grenade Launcher Extreme 20 2 Blast 10, Limited Ammo 1, Pierce 4, Prepare 1

Lascannon (light) Short 5 4


Lascannon (heavy) Short 7 3
Laser Destroyer (light) Short 6 3 Accurate 1, Linked 2
Laser Destroyer (heavy) Short 7 3 Accurate 1, Linked 1
Magna Laser Destroyer Medium 8 3 Accurate 1, Linked 3
Turbo Laser Destructor Medium 9 3 Accurate 1, Linked 1

Volcano Cannon Close 9 1 Breach 1, Destructive, Vicious 2


Magma Cannon Close 10 1 Breach 2, Destructive, Vicious 2

Plasma Blastgun Close 9 2 Blast 5, Breach 1, Maximal, Vicious 2

Multiple Rocket Pod Medium 6 2 Blast 4, Breach 4, Limited Ammo 16, Linked 3
Hunter-killer Missile Medium 7 3 Blast 4, Breach 4, Limited Ammo 1
Mallus Rocket Launcher Long 7 3 Blast 6, Breach 3, Limited Ammo 12, Linked 2
Manticore Missile Extreme 8 3 Blast 10, Breach 2, Limited Ammo 1
Praetor Missile Launcher Long 8 3 Blast 9, Breach 2, Limited Ammo 12, Linked 1
Vortex Missile Extreme 10 3 Blast 10, Breach 1, Limited Ammo 1

Autocannon Short 4 3 Auto-fire (only)


Twin Cannon Short 4 3 Accurate 1, Linked 1
Battle Cannon Medium 5 3
King Russ Cannon Medium 5 3 Accurate 1
Mecharius Battle Cannon Medium 5 3 Accurate 1, Linked 1
Great Crusade Cannon Medium 6 3
Opressor Cannon Medium 6 3 Breach 3
Pulveriser Cannon Short 6 3 Blast 4, Inaccurate 1
Demolisher Cannon Short 7 3 Blast 5, Inaccurate 1
Vanquisher Cannon Long 7 3 Accurate 1, Blast 5
Baneblade Cannon Medium 7 3
Eradicator Cannon Short 8 3 Breach 2
Heavy Mortar Medium 8 2 Blast 7, Limited Ammo 1, Prepare 2
Bombast Cannon Long 8 3 Blast 7, Limited Ammo 1, Prepare 5
Earthshaker Cannon Extreme 9 3 Blast 6, Limited Ammo 1, Prepare 5
Quake Cannon Long 9 3 Blast 6
Medusa Siege Cannon Long 10 3 Blast 10, Breach 2, Limited Ammo 1, Prepare 5
Colossus Siege Mortal Medium 10 4 Blast 7, Brach 4, Limited Ammo 1, Prepare 3

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