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3rd/4th Edition Imperial Guard Armoured Company

the free pdf that was available on GW's website in order to run an imperial guard armoured company, including optional doctrines.

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Jared Albano
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0% found this document useful (0 votes)
856 views10 pages

3rd/4th Edition Imperial Guard Armoured Company

the free pdf that was available on GW's website in order to run an imperial guard armoured company, including optional doctrines.

Uploaded by

Jared Albano
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
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®

IMPERIAL GUARD ARMORY


A character may carry up to two weapons but only one of these may be a two-handed weapon. Within these
limits, a character may add to or replace any weapons he already has with weapons from the Armory. Each
model may take up to 50 points worth of wargear, but no item may be selected more than once. Wargear and
weapons must be represented on the model. Full rules for wargear can be found in Codex: Imperial Guard.

VEHICLE UPGRADES SINGLE-HANDED WEAPONS WARGEAR


Some Imperial Guard vehicles may be Bolt Pistol . . . . . . . . . . . . . . . .1 point Bionics . . . . . . . . . . . . . . . . .5 points
fitted with the following equipment (see Plasma Pistol . . . . . . . . . . . .10 points Carapace Armor . . . . . . . . . .5 points
the entry for each vehicle in the army
list for details). Any upgrades taken Power Weapon . . . . . . . . . . .5 points Frag Grenades . . . . . . . . . . . .1 point
must be shown on the model. No Storm Trooper Sergeants Only Honorifica Imperialis . . . . . .25 points
duplicates may be chosen for the same Close Combat Weapon . . . . . .1 point No More Than One per Army
vehicle. Upgrades marked with an Krak Grenades . . . . . . . . . . .2 points
asterisk cannot be used by Sentinels. TWO-HANDED WEAPONS Master-Crafted Weapon . . . .15 points
Armored Crew Compartment . .20 pts Bolter . . . . . . . . . . . . . . . . . . .1 point Medallion Crimson . . . . . . . .15 points
Camo Netting . . . . . . . . . . . . . .1 pt Shotgun . . . . . . . . . . . . . . . . .1 point Melta Bombs . . . . . . . . . . . . .5 points
Extra Armor . . . . . . . . . . . . . .5 pts Storm Bolter . . . . . . . . . . . . .5 points Surveyor . . . . . . . . . . . . . . . .2 points
Hunter-Killer Missile . . . . . . .10 pts
Mine Sweeper* . . . . . . . . . . . .5 pts
Pintle Heavy Stubber* . . . . . .12 pts
Pintle Storm Bolter* . . . . . . . .10 pts What I cannot crush with words I will crush with
Rough-Terrain Modification* . .5 pts the tanks of the Imperial Guard!
Searchlight . . . . . . . . . . . . . . . .1 pt
Smoke Launchers . . . . . . . . . .3 pts Lord Commander Solar Macharius
Track Guards* . . . . . . . . . . . .10 pts

IMPERIAL GUARD ARMORED COMPANY SUMMARY


WS BS S T W I A Ld Sv RANGED WEAPONS Range Str. AP Type
Guardsman 3 3 3 3 1 3 1 7 5+ Autocannon 48" 7 4 Heavy 2
Veteran Sergeant 3 3 3 3 3 3 2 8 5+ Boltgun 24" 4 5 Rapid fire
Storm Trooper 3 4 3 3 1 3 1 8 4+ Bolt Pistol 12" 4 5 Pistol
Vet. Storm Trooper Sgt. 3 4 3 3 1 3 2 8 4+
Flamer Template 4 5 Assault 1
Grenade Launcher (Frag) 24" 3 6 Assault 1 Blast*
Armor: Front Side Rear BS
Grenade Launcher (Krak) 24" 6 4 Assault 1*
Basilisk 12 10 10 3
Heavy Bolter 36" 5 4 Heavy 3
Chimera 12 10 10 3
Heavy Flamer Template 5 4 Assault 1
Destroyer Tank Hunter 14 12 10 3
Griffon 12 10 10 3 Hellgun 24" 3 5 Rapid fire
Hellhound 12 12 10 3 Hellpistol 12" 3 5 Pistol
Leman Russ 14 12 10 3 Inferno Cannon 24" 6 4 Heavy 1/Template*
Leman Russ Demolisher 14 13 11 3 Lascannon 48" 9 1 Heavy 1
Leman Russ Conqueror 14 12 10 3 Lasgun/Autogun 24" 3 – Rapid fire
Leman Russ Exterminator 14 12 10 3 Laspistol/Autopistol 12" 3 – Pistol
Leman Russ Vanquisher 14 12 10 3 Meltagun 12" 8 1 Assault 1*
Salamander Scout Vehicle 12 10 10 3 Missile Launcher (Frag) 48" 4 6 Heavy 1 Blast*
Missile Launcher (Krak) 48" 8 3 Heavy 1*
ORDNANCE Range Str. AP Type
Mortar G48" 4 6 Heavy 1 Blast
Battle Cannon 72" 8 3 Ordnance 1/Blast
Multi-Laser 36" 6 6 Heavy 3
Conqueror Cannon 48" 7 4 Heavy 1/Blast
Multi-Melta 24" 8 1 Heavy 1*
Demolisher 24" 10 2 Ordnance 1/Blast
Plasma Cannon 36" 7 2 Heavy 1 Blast*
Earthshaker* 120" 9 3 Ordnance 1/Blast
Griffon Mortar* G12-48" 6 4 Ordnance 1 Plasma Gun 24" 7 2 Rapid fire*
Laser Destroyer 72" 10 2 Heavy 1/Blast Plasma Pistol 12" 7 2 Pistol*
Vanquisher Battle Cannon 96" 8 3 Ordnance 1/Blast Shotgun 12" 3 – Assault 2
Vanquisher AT Shell 96" 8 3 Ord. 1, 2D6 Arm. Pen. Storm Bolter 24" 4 5 Assault 2
*These weapons have additional special rules. See each *Consult the Warhammer 40,000 rulebook for more details on
vehicle’s entry in the Vehicle Inventory for more details. these weapons.
ARMORED COMPANY ARMY LIST

HQ

Command Tank . . . . . . . . . . . . . . . . . . . . . .100 points + vehicle


SPECIAL RULES
Unit Size: One vehicle. The Command Tank has a BS of 4. Comm-Link. Up to one
Options: The Company Commander and any Commissars assigned to the Command tank may be
detachment will ride into battle mounted in one of the following vehicles, bought at designated as the Company
additional cost from the vehicle inventory: Leman Russ, Leman Russ Vanquisher, Commander’s vehicle, which has
Leman Russ Exterminator, or Leman Russ Conqueror. the Improved Comms upgrade at
no additional points cost.

ELITES

Tank Ace . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 points + vehicle


Unit Size: One vehicle. The Tank Ace has a BS of 4.
Options: The Tank Ace must be mounted in one of the following vehicles bought at an
additional cost from the vehicle inventory: Leman Russ, Leman Russ Exterminator,
Leman Russ Vanquisher, Leman Russ Conqueror, or Destroyer Tank Hunter.

Tech-Priest Enginseer
Per Codex: Imperial Guard.
Must have a transport vehicle.

Storm Troopers
Pts/Model WS BS S T W I A Ld Sv
Storm Trooper 10 3 4 3 3 1 3 1 8 4+
Storm Trooper Sergeant 10 3 4 3 3 1 3 1 8 4+
Veteran Sergeant +6 3 4 3 3 1 3 2 8 4+

Number/Squad: Sergeant and between four and nine Storm Troopers.


Weapons: The Sergeant carries a hellpistol and close combat weapon. The Storm
Troopers have hellguns with targeters. All squad members have frag and
krak grenades.
Options: Up to two Storm Troopers may be armed with one of the following special
weapons: meltagun at +10 pts, plasma gun at +10 pts, flamer at +6 pts, or grenade
launcher at +8 pts. Storm Trooper squads may have meltabombs at +4 pts per model.
Character: The Sergeant may be upgraded to be a Veteran Sergeant at +6 pts. A
Veteran Sergeant has access to the Imperial Guard Armory.
Transport: The squad must be mounted in a Chimera transport vehicle bought from
the vehicle inventory.

TROOPS

Tank Units
Number/Squad: One vehicle.
Options: For each Command Tank or Tank Ace, you may purchase 0-2 vehicles from
the following list: Leman Russ, Leman Russ Exterminator, or Leman Russ Conqueror.
Each vehicle chosen in this way will count as one Troops choice on the Force
Organization chart.
®

FAST ATTACK

Sentinel Squadron
Pts WS BS S Front Armor Side Armor Rear Armor I A
Sentinel 35 3 3 5 10 10 10 3 1

Type: Walker, Open-topped. Crew: One Guardsman.


Squadron: A squadron consists of between one and three Sentinels.
Weapons: Each Sentinel in a squadron must be armed in accordance with one of the following
configurations (a squadron may contain several different patterns).
• Catachan Pattern – heavy flamer (+5 pts) • Mars Pattern – multi-laser (+10 pts)
• Cadian Pattern – autocannon (+15 pts) • Armageddon Pattern – lascannon (+20 pts)
Options: Sentinels may be fitted with any items allowed from the Vehicle Upgrades list.

SPECIAL RULE
Scouts. Sentinels are used to scout ahead and are always in the vanguard of the army. To
represent this fact, any Sentinels in the army may be deployed at the start of a battle, even in
scenarios where they could not normally be deployed. For example, if you were the Defender in
a Take & Hold mission, then your Sentinels would set up at the start of battle instead of being
placed in Reserve with the rest of the Fast Attack units. If you are playing a scenario where you
can only deploy a limited number of units, then any Sentinels you deploy are not counted against
the limit for the scenario. In addition, after both sides have deployed, any Sentinels may make a
“free” move. The move happens before dice are rolled to determine who takes the 1st turn. All of
the normal movement rules apply.

Reconnaissance Section
Unit Size: One vehicle.
Options: The Reconnaissance Section consists of one of the following vehicles bought from the
vehicle inventory: Chimera, Hellhound, or Salamander Scout Vehicle.

Armored Fist Squad . . . . . . . . . 60 pts + weapons + upgrades + transport


Pts/Model WS BS S T W I A Ld Sv
Guardsman – 3 3 3 3 1 3 1 7 5+
Veteran Sergeant +6 3 3 3 3 1 3 2 8 5+

Number/Squad: Sergeant and nine Guardsmen.


Weapons: The Sergeant may have a laspistol and close combat weapon OR a shotgun OR a
lasgun. Guardsmen have lasguns.
Options: Two Guardsmen may form a single heavy weapon crew. A heavy weapon crew must be
armed with one of the following weapons: lascannon at +25 pts, missile launcher at +15 pts,
autocannon at +15 pts, mortar at +10 pts, or heavy bolter at +10 pts.
One Guardsman not acting as heavy weapon crew may be armed with one of the following special
weapons: meltagun at +10 pts, plasma gun at +10 pts, flamer at +6 pts, or grenade launcher at
+8 pts.
Any Guardsman not acting as part of a heavy weapon crew or using a special weapon may be
equipped with a vox-caster at +5 pts.
The entire squad can be equipped with frag grenades at +1 pt per model or krak grenades at +2
pts per model.
Character: The Sergeant may be upgraded to be a Veteran Sergeant for +6 pts. A Veteran
Sergeant has access to the Imperial Guard Armory.
Transport: The squad must be mounted in a Chimera transport bought from the vehicle inventory.
HEAVY SUPPORT

Support Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . Cost of Vehicle


Unit Size: One vehicle.
Options: The Support Tank must be one of the following vehicles bought from the vehicle
inventory: Leman Russ Demolisher, Leman Russ Conqueror, or Destroyer Tank Hunter.

Artillery Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . Cost of Vehicle


Unit Size: One vehicle.
Options: The Artillery Vehicle must one of the following vehicles bought from the vehicle
inventory: Basilisk or Griffon.

VEHICLE UPGRADES

Armored Crew Compartment . .20 points Extra Armor Searchlight


. . . . . . . . . .or 15 points for Sentinel Vehicles equipped with extra armor Searchlights can be used in missions
count “Crew Stunned” results on the where the rules for Night Fighting are
Camo Netting . . . . . . . . . . . . .1 point
Damage Tables as “Crew Shaken” used (see p. 134 of the Warhammer
Extra Armor . . . . . . . . . . . . .5 points results instead. 40,000 rules). They allow one enemy
Hunter-Killer Missile . . . . . .10 points Hunter-Killer Missile unit spotted by the vehicle to be fired at
Mine Sweeper* . . . . . . . . . . .5 points These missiles are treated as krak by any other Imperial Guard units in
Pintle Storm Bolter* . . . . . . .10 points missiles with an unlimited range but range that have a line of fire. However,
may be used only once per battle. Roll a vehicle that uses a searchlight can be
Pintle Heavy Stubber* . . . . .12 points
to hit and wound or to penetrate armor fired at by any enemy units in their next
Rough Terrain Modification . .5 points as normal. turn, because they can see the light
Searchlight . . . . . . . . . . . . . . .1 point Improved Comms shining in the dark.
Smoke Launchers . . . . . . . . .3 points These upgrades take the form of long Smoke Launchers
Track Guards* . . . . . . . . . . .10 points “whip” aerials or other large aerial set Smoke Launchers carry charges that
ups. A vehicle with improved comms can can be fired to hide the vehicle behind
Armored Crew Compartment
communicate with other Imperial Guard a cloud of smoke. Once per game, after
These compartments may be added
formations, such as nearby reserves or completing movement (no matter how
only to open-topped vehicles. The artillery support. As such, the improved
vehicle no longer counts as being far), a vehicle with smoke launchers
comms allow the Imperial Guard player
open-topped. can trigger them. Place cotton wool
to reroll one Reserves roll per turn and to
around the vehicle to show it is
Camo Netting reroll the dice when checking to see if an
enemy unit or obstacle is hit by a concealed by smoke. The vehicle
Vehicles often carry rolls of camouflage cannot fire and use its smoke launchers
netting that can be unrolled to help hide Preliminary Bombardment.
in the same turn. Any penetrating hits
the vehicle. In scenarios using the Hidden Pintle Storm Bolter/Heavy Stubber scored by the enemy in his next
Set up rules, vehicles carrying camo Pintle-mounted weapons are located Shooting Phase count as glancing hits.
netting can be set up hidden anywhere in on the outside of a vehicle and can be
After the enemy’s turn, the smoke
their Deployment Zone not just in or used by a crewman from an open
disperses with no further effect. Note
behind appropriate terrain features. hatch or by remote control from inside.
that a vehicle may still use smoke
A pintle weapon can be fired when the
Mine Sweeper vehicle is eligible to fire another non- launchers even if its crewmen are
The vehicle is fitted with a heavy dozer ordnance weapon. stunned or shaken.
blade or some other device designed Track Guards
Rough Terrain Modification
to clear minefields (see the This is a catch-all category for the Track guards protect the vulnerable
Warhammer 40,000 rulebook). The many upgrades that help vehicles track mechanism of an armored vehicle.
vehicle can enter a minefield without move through difficult terrain, such as On a D6 roll of 4+, treat “Immobilized”
being attacked. Any minefield that the dozer blades. They allow a vehicle results for the vehicle as “Crew
vehicle moves across is cleared and moving no further than 6" that turn to Stunned” instead. This result applies
removed from play. reroll a failed Difficult Terrain Test. even if the vehicle has extra armor.
®

IMPERIAL GUARD ARMORED COMPANY DOCTRINES

An Imperial Guard Armored Company does SPECIAL EQUIPMENT


not use the Doctrines detailed in Codex: ACES HIGH SPECIAL RULE
Imperial Guard. These Doctrines are the Command and Ace Tanks must spend Improved Sponsons – 5 points per
specialities of the Infantry Regiments that at least as many points on Doctrines as standard Leman Russ battle tank
make up the majority of the Imperial any other tank in the army. Each standard Leman Russ may select its
Guard’s fighting strength. Instead, Armored sponson weapons from those available to
Companies have their own list of the Leman Russ Demolisher at the points
Doctrines. They function in the same way SKILLS AND DRILLS cost specified there.
as the ones in the Codex but are only
available to Armored Company armies (so Evasive Driving – 10 points per tank Overcharged Engines –
don’t even ask if you can use them with a Tank crews from this regiment are trained 15 points per tank
conventional Codex army!) to use the mass of their vehicles to deter or At the end of its move, a vehicle with an
Otherwise, the rules for selecting Doctrines crush attacking infantry. If, after moving on overcharged engine can try to go an extra
for Armored Companies are the same as its last turn, the tank is assaulted by 6" in a straight line. It must make a Difficult
those detailed in the Codex. You can select infantry, then each model assaulting the Terrain Test first, which it must pass to take
up to five Doctrines for your army. tank takes a wound on a roll of 4+. Normal
the extra movement. A vehicle and any
armor saving throws apply.
mounted passengers may not shoot in the
Ace Sponson Gunners – same turn that the tank uses its
TANKS ONLY SPECIAL RULE 10 points per tank overcharged engines. Passengers may not
Most doctrines refer to tanks, which is This regiment is expert at training its disembark at the end of the move, as the
deliberate. Thus, only tanks may use sponson gunners to defend tanks from tank is traveling far too quickly for Imperial
the Doctrine (so no Sentinels with enemy assaults. If the tank has been
Guard troops to dismount safely.
Crush and Grind for example). assaulted in the Assault Phase, then the
tank may fire its sponson weapons (if in Forge-Crafted – 20 points per tank
arc) at Initiative 10 at the enemy assaulting The tank has been built on a forge world as
ORGANIZATIONAL DOCTRINES the tank. the proving piece of a Magos of the
Anti-Tank Rounds – 20 points per tank Adeptus Mechanicus. Once per game, the
Siege Regiment owner can force the enemy to reroll the
The regiment is known for engaging enemy
The regiment is known more for its artillery armor with battle cannons rather than result of a single glancing or penetrating hit.
than its tanks. Tank units must choose lascannons. When a tank fires a battle The new result must be accepted though.
vehicles listed in the Artillery Vehicle entry cannon at an enemy vehicle, it may use a
Side Skirts – 15 points per tank
rather than the Tank Unit entry. The artillery special anti-tank round instead of its normal
The crewmen have added sheets of
vehicle Heavy Support entry must be shell. Range is unaffected. However,
instead of firing like normal ordnance, a roll plasteel to the sides of their tank to grant
selected from the vehicles listed in the
to hit is made with the BS of the vehicle. If further protection against ranged attacks
Tank Unit entry. Command Tanks and Tank
a hit is scored, roll 2D6 and add the (Side Skirts have no effect against close
Aces must use Chimeras instead of the combat attacks). The side armor of the
weapon’s Strength as normal for armor
stated vehicle options. May not be tank is increased by +1 but can never be
penetration (add the dice together). The
combined with the Heavy Armor Doctrine. large Blast Marker is not used, but better than 13 or the tank’s frontal armor.
Heavy Armor penetrating hits are resolved per the
Machine God’s Blessing –
The regiment is disdainful of Ordnance Penetrating Hits Table. These
25 points per tank
rounds require precise aiming and thus
reconnaissance and trusts that it can break The tank has been crafted on an Adeptus
cannot be fired if the vehicle has moved.
through any enemy position with its battle Mechanicus forge world and is protected
tanks. The regiment may not use any of Ace Driver – 15 points per tank by charms and wards set by the Tech-
the Fast Attack options detailed in the list The regiment does not suffer its assaults Priests to thwart the enemies of Mankind.
being slowed by difficult terrain. Its drivers
or Artillery vehicles but may, however, take Attacks that specifically amend a tank’s
are trained to avoid or crush obstacles with
Tank Units as Fast Attack or Heavy armor rating such as bright lances, dark
brutal efficiency. If the tank moves 6" or
Support choices. The regiment is still less through difficult terrain it does not lances, and blasters do not have any
limited to 0-2 per Command Tank or Tank have to take a Dangerous Terrain Test. If it special effects against the tank and do not
Ace. May not be combined with the Siege moves up to 12", then it must take the test; amend its Armor Value.
Regiment doctrine. however, if the tank has a Rough Terrain Anti-Mag – 10 points per tank
Modification, it may reroll a failed test. The crewmen have learned to coat their tank
Crush and Grind – 15 points per tank with antimagnetic paste. The effect is to
RARE TROOPS When assaulting enemy infantrymen, the prevent enemy grenades from sticking to the
The following unit entries and vehicle regiment has no compunction about armor. Whenever a grenade (or meltabomb,
types are considered Rare Troops and crushing them under its tracks. The first or stikk bomb, etc.) causes a glancing or
may not be used in an Armored Company unit Tank Shocked in a turn by a tank with
army unless a doctrine is expended for penetrating hit, the tank has a special saving
this doctrine will take D6 S4 hits before throw of 4+ against its effects.
each type you wish to include. resolving the Tank Shock as normal.
Tech-Priest Enginseer Normal saving throws apply. Reinforced Ceramite Armor –
30 points per tank
Salamander Scout Vehicle Ace Gunners – 25 points per tank
This vehicle has numerous plates of heat-
Destroyer Tank Hunter A tank with this doctrine acquires and
engages targets with blinding speed and reflecting ceramite, giving the tank extra
Leman Russ Vanquisher protection against melta weapons. Melta
accuracy. Any shooting rolls of 1 may be
Leman Russ Exterminator rerolled once. Additionally, the tank may weapons (including melta bombs) do not
Leman Russ Conqueror reroll the Scatter Die (i.e., not the Distance roll an extra dice for armor penetration
Griffon Mortar Die, just the directional die) when firing an when attacking a vehicle equipped with
ordnance weapon directly. Reinforced Ceramite.
Cadian Basilisks shell enemy fanatics as infantry squads protect them from attack.
®

IMPERIAL GUARD ARMORED VEHICLE INVENTORY


The Imperial Guard army is not noted for its subtlety and prefers to smash a nut with a sledgehammer if possible. This
approach is reflected in the design of Guard vehicles. Tanks of the Imperial Guard are rough, rugged, and very adaptable.
Below is the list of vehicles available to an Armored Company Commander.

Type: Tank, open topped. Crew: Imperial Guard.


BASILISK
Weapons: The Basilisk has an Earthshaker
Points Front Armor Side Armor Rear Armor BS artillery gun and hull-mounted heavy bolter.
Basilisk 100 12 10 10 3 It may also be equipped with any of the following:
armored crew compartment, camo netting, extra
armor, hunter-killer missile, pintle heavy stubber,
pintle storm bolter, rough terrain modification,
searchlight, track guards, and/or smoke launchers.
The Basilisk may be modified to allow it to fire
indirectly as described in the special rules below, at
a cost of +25 pts.

SPECIAL RULES
Indirect Fire. The Earthshaker can fire
“indirectly” at targets it can’t see in the same
way as a Mortar or Whirlwind. Earthshakers
that fire indirectly obey the normal Earthshaker
cannon rules, except that they become Barrage
(i.e., guess range) weapons with a range of 36-
240" (see p. 84 of the Warhammer 40,000
rulebook). Note that the minimum “guess” for
indirect fire is 36".

CHIMERA
Points Front Armor Side Armor Rear Armor BS
Chimera 70 12 10 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The Chimera must have one of the following turret
weapons: multi-laser at +10 pts, heavy flamer at +10 pts, or heavy
bolter at +10 pts. It may also have either a heavy bolter or a
heavy flamer mounted in its hull at +5 pts.
Options: A Chimera may have any of the following: camo netting,
extra armor, hunter-killer missile, pintle heavy stubber, pintle storm
bolter, rough terrain modification, searchlight, track guards, and/or
smoke launchers.
Transport Vehicle: A Chimera can carry up to 12 models (count
Ogryns or models in Terminator armor as two models).
Independent characters that join a unit with a Chimera may also
travel in it.

GRIFFON SPECIAL RULES


Points Front Armor Side Armor Rear Armor BS Siege Shells. A Griffon may fire a Siege Shell
Griffon 75 12 10 10 3 instead of a normal round. Siege Shells use
the smaller Blast Template instead of the
Type: Tank, open topped. Crew: Imperial Guard. Ordnance Template but are ordnance in all
other respects. Roll 2D6+5 when rolling for
Weapons: The Griffon is armed with a heavy mortar and hull-mounted
armor penetration for Siege Shells against
heavy bolter.
bunkers instead of 2D6 and picking the
A Griffon may have any of the following: armored crew compartment, highest. If you’re using the rules for buildings
camo netting, extra armor, hunter-killer missile, pintle heavy stubber,
from the back of the Warhammer 40,000
pintle storm bolter, rough terrain modification, searchlight, track guards,
and/or smoke launchers. rulebook, Siege Shells affect models inside a
building on a 4+ instead of a 6.
A Griffon may be armed with Siege Shells at +5 pts.
Type: Tank. Crew: Imperial Guard.
HELLHOUND
Weapons: Turret-mounted Inferno cannon and
Points Front Armor Side Armor Rear Armor BS hull-mounted heavy bolter.
Hellhound 115 12 12 10 3 Options: The tank may have any of the following:
camo netting, extra armor, pintle heavy stubber, pintle
storm bolter, rough terrain modification, searchlight,
track guards, and smoke launchers.

SPECIAL RULES
Inferno Cannon. The Inferno Cannon fires a
lethal gout of flame over considerable distances.
Its profile is as follows.
Range 24" Str 6 AP 4 Heavy 1, Template
When firing the Inferno Cannon, designate a
target unit and place the normal flamer template
so that it is at least partially over as many unit
members as possible. The whole template must
be in range and in line of sight. Roll to hit once
with the Hellhound’s BS. If you hit, then all
models partially or wholly under the template are
hit. If you miss, they are each hit on a roll of 4+.

Type: Tank, open-topped, fast. Crew: Imperial Guard.


SALAMANDER SCOUT VEHICLE
Weapons: The Salamander is armed with an
autocannon and a hull-mounted heavy bolter. Points Front Armor Side Armor Rear Armor BS
Salamander 100 12 10 10 3
Options: A Salamander may have any of the
following: camo netting, extra armor, hunter-killer
missile, mine sweeper, pintle heavy stubber, pintle
storm bolter, rough terrain modification, searchlight,
track guards, and smoke launchers.

SPECIAL RULES
Souped-up Engine. Because they operate so far
in front of the main units, the crews of
Salamander Scout vehicles often overcharge the
engines of their vehicles in order to make a swift
escape should they encounter strong enemy
forces. Imperial commanders tend to overlook
such breaches of regulation, given the dangerous
missions lightly equipped scout units often have
to perform.
A Salamander Scout Vehicle’s Souped-up
Engines make it a fast vehicle.

DESTROYER TANK HUNTER


Points Front Armor Side Armor Rear Armor BS
Destroyer 170 14 12 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The Destroyer is armed with a
hull-mounted laser destroyer (see p. 24 for
statistics; fired with crew’s BS; does not scatter).
Options: A Destroyer may have any of the
following: camo netting, extra armor, hunter-killer
missile, mine sweeper, pintle heavy stubber, pintle
storm bolter, rough terrain modification,
searchlight, track guards, and/or smoke launchers.
®

LEMAN RUSS BATTLE TANK


Points Front Armor Side Armor Rear Armor BS
Battle Tank 140 14 12 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The tank is armed with a turret-mounted battle
cannon and must have one of the following hull-mounted
weapons: lascannon at +15 pts or heavy bolter at +5 pts.
Options: The Leman Russ may be upgraded with two side
sponsons armed with a pair of heavy bolters at +10 pts or a
pair of heavy flamers at +10 pts.
The Leman Russ may be equipped with any of the following:
camo netting, extra armor, hunter-killer missile, mine sweeper,
pintle heavy stubber, pintle storm bolter, rough terrain
modification, searchlight, track guards, and/or smoke launchers.

LEMAN RUSS VANQUISHER


Points Front Armor Side Armor Rear Armor BS
Vanquisher 175 14 12 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The Leman Russ Vanquisher is armed
with a turret-mounted Vanquisher battle cannon
and a coaxial storm bolter (counts as a pintle-
mounted storm bolter). In addition, it must have
one of the following hull-mounted weapons:
lascannon at +15 pts or heavy bolter at +5 pts.
Options: The Vanquisher may be upgraded with two
side sponsons armed with a pair of heavy bolters at
+10 pts or a pair of heavy flamers at +10 pts.
It may be given the following: camo netting, extra
armor, hunter-killer missile, mine sweeper, pintle
heavy stubber, rough terrain modification,
searchlight, track guards, and/or smoke launchers.

SPECIAL RULES
Vanquisher Battle Cannon. This weapon has a longer range, and against vehicles, a special anti-tank ordnance shot can be
used. Instead of placing the Blast Marker, roll to hit with the crew’s BS. Hits cause 2D6 + Strength for armor penetration.
Veterans. For +20 points, the crew can be upgraded to Veteran status. At the start of the game, roll for one Vehicle Battle
Honor from the Warhammer 40,000 rulebook.

LEMAN RUSS EXTERMINATOR


Points Front Armor Side Armor Rear Armor BS
Exterminator 120 14 12 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The Leman Russ Exterminator is armed with a
turret-mounted, twin-linked autocannon. It must also have one
of the following hull-mounted weapons: lascannon at +15 pts or
heavy bolter at +5 pts.
Options: The Leman Russ Exterminator may be upgraded with
two side sponsons armed with a pair of heavy bolters at +10 pts.
It may be given the following: camo netting, extra armor,
hunter-killer missile, mine sweeper, pintle heavy stubber, pintle
storm bolter, rough terrain modification, searchlight, track
guards, and/or smoke launchers.
LEMAN RUSS DEMOLISHER
Points Front Armor Side Armor Rear Armor BS
Demolisher 140 14 13 11 3

Type: Tank. Crew: Imperial Guard.


Weapons: The tank is armed with a turret-mounted
demolisher cannon and one of the following hull-mounted
weapons: lascannon at +15 pts or heavy bolter at +5 pts.
Options: The tank may have two side sponsons armed
with a pair of one of the following weapons: heavy bolters
at +10 pts, multi-meltas at + 30 pts, plasma cannons at
+20 pts, or heavy flamers at +10 pts.
It may be given the following: camo netting, extra armor,
hunter-killer missile, mine sweeper, pintle heavy stubber,
pintle storm bolter, rough terrain modification, searchlight,
track guards, and/or smoke launchers.

LEMAN RUSS CONQUEROR


Points Front Armor Side Armor Rear Armor BS
Conqueror 145 14 12 10 3

Type: Tank. Crew: Imperial Guard.


Weapons: The tank is armed with a turret-mounted
conqueror cannon and a coaxial storm bolter (counts
as a pintle-mounted storm bolter). In addition, it must
have one of the following hull-mounted weapons:
lascannon at +15 pts or heavy bolter at +5 pts.
All Conquerors have the searchlight vehicle upgrade.
Options: The Conqueror may be upgraded with two
side sponsons armed with a pair of heavy bolters at
+10 pts or a pair of heavy flamers at +10 pts.
The tank may be given any of the following upgrades:
camo-netting, extra armor, hunter killer missile, mine
sweeper, pintle heavy stubber, pintle storm bolter, rough
terrain modification, track guards, and/or smoke launchers.

SPECIAL RULES
Conqueror Cannon. The Conqueror replaces the standard turret weapon with a shorter-barreled version of the battle
cannon, which fires a smaller, less destructive shell. The reduced recoil allows the vehicle to fire while on the move,
making this Leman Russ variant more mobile when leading an assault.
Range Strength Penetration Shots
Conqueror Cannon 48" 7 4 Heavy 1/Blast

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