Codex Imperial Guard
Codex Imperial GuardDavid Gallagher

Datafaxes

Imperial Guard

Vehicles

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 30"
Type
Skimmers
Ram value
Str 6 · Dam D6 · Save -3
Crew
2
Weapons
Multilaser, 180° field of fire. Either Heavy Plasma Gun, Lascannon at +5 points or Missile Launcher at +5 points, forward mount, 45° field of fire.
Weapon data
Range
0-20 / 20-60
To hit
+1 / –
Str
6
Dam
D4
Save Mod
-1
AP
D6+D4+6
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5

The Multilaser and the Heavy Plasma Gun each carry a Targeter. For 5 points the forward mount takes a Lascannon instead of the Heavy Plasma Gun, or a Missile Launcher firing Frag and Krak Missiles.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Crew
3–6Land Speeder1012
The crew member nearest the attacker is hit. They have Toughness 3, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Land Speeder Out of Control until the gunner takes over, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the Multilaser, though the driver can still fire the forward weapon.

Land Speeder Damage Chart (D6)

D6Effect
1

The Multilaser is wrecked and may not be fired again.

2

The forward weapon is wrecked and may not be fired again.

3

The controls are damaged. From now on the Land Speeder must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady, otherwise it goes Out of Control for that turn.

4

The engine cuts out and the craft drops, coming down in a random direction 2D6" from where it was. Anything caught beneath takes D3 Strength 6 hits at -2. The crew leap clear, but take damage themselves if the Land Speeder had been moving more than 10" on its previous move.

5

The engine detonates and kills the crew. The wreck comes down in a random direction 2D6" off, and anything under it takes D3 Strength 6 hits at -2.

6

The fuel explodes and the crew die. The burning wreck falls 2D6" away in a random direction, and its ammunition goes up on impact: D3 Strength 8 hits at -3 on every model within 3".

Vehicle data

Movement
Slow 10" · Combat 20" · Fast 30"
Type
Skimmers
Ram value
Str 6 · Dam D6 · Save -3
Crew
2
Weapons
Either Heavy Plasma Gun, Lascannon at +5 points or Missile Launcher at +5 points, dorsal mount, 360° field of fire. Heavy Bolter, 45° field of fire.
Weapon data
Heavy Plasma Gun
Blast 1.5" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5

The dorsal Heavy Plasma Gun and the Heavy Bolter each carry a Targeter. For 5 points the dorsal mount takes a Lascannon instead of the Heavy Plasma Gun, or a Missile Launcher firing Frag and Krak Missiles.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Crew
3–6Land Speeder1010
The crew member nearest the attacker is hit. They have Toughness 3, one Wound, and Flak Armour giving a 6+ save, and the hit is resolved under the ordinary shooting rules. Losing the driver sends the Land Speeder Mk 1 Out of Control until the gunner takes over, or until it meets terrain it cannot cross, another vehicle, a building or the table edge. Losing the gunner silences the dorsal weapon, though the driver can still fire the Heavy Bolter.

Land Speeder Damage Chart (D6)

D6Effect
1

The Heavy Bolter is wrecked and may not be fired again.

2

The dorsal weapon is wrecked and may not be fired again.

3

The controls are damaged. From now on the Land Speeder Mk 1 must pass a D6 roll of 4+ in each of its movement phases: on a success the driver holds it steady, otherwise it goes Out of Control for that turn.

4

The engine cuts out and the craft drops, coming down in a random direction 2D6" from where it was. Anything caught beneath takes D3 Strength 6 hits at -2. The crew leap clear, but take damage themselves if the Land Speeder Mk 1 had been moving more than 10" on its previous move.

5

The engine detonates and kills the crew. The wreck comes down in a random direction 2D6" off, and anything under it takes D3 Strength 6 hits at -2.

6

The fuel explodes and the crew die. The burning wreck falls 2D6" away in a random direction, and its ammunition goes up on impact: D3 Strength 8 hits at -3 on every model within 3".

Vehicle data

Movement
Slow 5" · Combat 10" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
5
Weapons
2 × Heavy Bolter, side mount, 180° field of fire. Lascannon, hull, 90° field of fire. Battlecannon, turret, 360° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Battlecannon
Blast 2" · Vehicle Mounted
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
2D6
Save Mod
-3
AP
3D6+8
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

Each Heavy Bolter, the hull Lascannon and the turret Battlecannon carry a Targeter. The Auto-Launchers may instead be loaded with Frag Defender rounds for 10 points, which strike every model in base-to-base contact with a Strength 4 hit at -1.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track1616
2–3Hull2218
4Heavy Bolter1717
5–6Turret2522
Hit the one nearest to the attacker.

Heavy Bolter Damage Chart (D6)

D6Effect
1

The Heavy Bolter is damaged and fires only after a D6 roll of 4+.

2–5

The Heavy Bolter is wrecked and may not fire again this game.

6

The Heavy Bolter is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Turret Damage Chart (D6)

D6Effect
1

The turret Battlecannon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. The Battlecannon fires only straight ahead.

3

The turret gunner is killed. The Battlecannon cannot fire until another crew member takes the position.

4–6

The ammunition in the turret explodes and the Leman Russ is destroyed. The whole crew dies and the turret is blown 2D6" in a random direction before it hits the ground; anything under the spot where it lands takes D6 hits at Strength 9 with a -6 save modifier.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Leman Russ may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Leman Russ goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Leman Russ. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Hull Damage Chart (D6)

D6Effect
1

The hull-mounted Lascannon is wrecked and may not fire again.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Leman Russ to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Leman Russ burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Leman Russ is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Sentinel

Datafax

Vehicle data

Type
Walkers
Ram value
Str 6 · Dam D6 · Save -3
Crew
1
Weapons
Assault Cannon, 90° field of fire.
Weapon data
Assault Cannon
Sustained Fire 3
Range
0-12 / 12-32
To hit
+1 / –
Str
8
Dam
D10
Save Mod
-3
AP
D6+D10+8

The Assault Cannon carries a Targeter.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Legs1515
3Assault Cannon1515
4–5Body1515
6Imperial Guardsman
The Imperial Guardsman is hit under the ordinary shooting rules: the attacking weapon's Strength against a Toughness of 3, with one Wound and Flak Armour giving a 6+ save. A dead Guardsman sends the Sentinel Out of Control for one turn, after which it collapses.

Weapon Damage Chart (D6)

D6Effect
1

The Assault Cannon is damaged and fires only after a D6 roll of 4+.

2–5

The Assault Cannon is wrecked and may not fire again this game.

6

The Assault Cannon detonates. The Imperial Guardsman dies and the machine is destroyed with them.

Leg Damage Chart (D6)

D6Effect
1

The armour plating holds, but the impact staggers the machine. The Sentinel may not move next turn.

2

The Sentinel is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets.

3–4

The leg is badly damaged. From here on the Sentinel limps D3" a turn.

5–6

The leg is torn off and the Sentinel goes down. It cannot move or attack again and counts as destroyed.

Body Damage Chart (D6)

D6Effect
1

The controls run wild. The Sentinel may move or attack only after a D6 roll of 4+.

2–3

The shot punches through the body and kills the Imperial Guardsman outright.

4–6

The engine explodes and kills the Imperial Guardsman. Every model within 3" takes D3 Strength 6 hits at -2.