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Army List · 1995

IMPERIAL GUARD, CODEX

Army Composition Chart

Command
Max 50% of army points value
Battle Line
Min 25% of army points value
Support
Max 25% of army points value
AlliesSpace MarinesImperial AgentsEldarSquatsSpace Marines: Space Wolves, Ultramarines and Angels of Death all qualify.Eldar: No Avatar.

Command

Max 50% of army points value

Imperial Guard units within 12" of the officer leading a Command HQ or Command Squad may take their Break Tests on that officer's Leadership, under the Command Rule. Allied units gain nothing from this.

Command HQ

0–1see grades

Every army has one, unless Captain Mogul Kamir leads one of its Rough Rider Command Squads as the Command HQ instead.

Command HQ profile
ProfileMWSBSSTWIALdPts
Colonel ×13 wargear cards466443639100pts
or Captain ×12 wargear cards45544252875pts
Guardsman ×4433331317
Command HQ equipment and options
WeaponsColonel – Laspistol, Sword
WeaponsCaptain – Laspistol, Sword
WeaponsGuardsman – Lasgun, Frag Grenade
ArmourColonel – Carapace Armour
ArmourCaptain – Carapace Armour
ArmourGuardsman – Flak Armour
WargearColonel – any combination from Assault Weapons, Command Weapons.
WargearCaptain – any combination from Assault Weapons, Command Weapons.
WargearGuardsman, 2–4 models – an additional weapon from Heavy Weapons. Teams of two, one heavy weapon each.
WargearGuardsman, any model – one weapon from Special Weapons, Assault Weapons, in place of Lasgun. Not for models in a Weapons Team.
SpecialGuardsman, up to 1 model. One Guardsman may carry the army's Battle Standard. 35pts
SpecialGuardsman, up to 1 model. One Guardsman may also carry a Comm-link. 30pts
SpecialColonel. Commands the army as its Commander.
SpecialCaptain. Commands the army as its Commander.
SpecialAll models. May be mobilised in a Chimera armoured carrier. 140pts
SpecialCaptain – upgraded to Captain Al'Rahem.
SpecialCaptain – upgraded to Captain Chenkov.
SpecialThe unit – one ability from Veteran Abilities.

Up to one per Imperial Guard Squad or Heavy Weapons Squad, less one for the Command HQ

Command Squad profile
ProfileMWSBSSTWIALd
Lieutenant ×11 wargear card444331418
Guardsman ×4433331317
Command Squad equipment and options
WeaponsLieutenant – Laspistol, Sword
WeaponsGuardsman – Lasgun, Frag Grenade
ArmourLieutenant – Carapace Armour
ArmourGuardsman – Flak Armour
WargearLieutenant – any combination from Assault Weapons, Command Weapons.
WargearGuardsman, 2–4 models – an additional weapon from Heavy Weapons. Teams of two, one heavy weapon each.
WargearGuardsman, any model – one weapon from Special Weapons, Assault Weapons, in place of Lasgun. Not for models in a Weapons Team.
SpecialGuardsman, up to 1 model. One Guardsman may carry a Comm-link. 30pts
SpecialAll models. May be mobilised in a Chimera armoured carrier. 140pts
SpecialThe unit – one ability from Veteran Abilities.

Up to one per Rough Rider Squad

Rough Rider Command Squad profile
ProfileMWSBSSTWIALd
Lieutenant ×11 wargear card444331418
Guardsman ×4433331317
Warhorse ×5830331315
Rough Rider Command Squad equipment and options
WeaponsLieutenant – Hunting Lance, Laspistol, Chainsword
WeaponsGuardsman – Hunting Lance, Laspistol, Chainsword, Frag Grenade
ArmourLieutenant – Carapace Armour
ArmourGuardsman – Flak Armour
WargearLieutenant – any combination from Assault Weapons, Command Weapons.
Specialup to 1 model. A unit standard may replace one model's Hunting Lance. While it does, every model in the unit adds +1 to its score in Hand-to-Hand Combat, and the squad may re-roll a failed Break Test.
SpecialLieutenant – upgraded to Captain Mogul Kamir.
SpecialThe unit – one ability from Veteran Abilities.
SpecialDispersed Formation

Primaris Psyker

see grades

Up to one per Command HQ or Command Squad

Primaris Psyker profile
ProfileMWSBSSTWIALdPts
Primaris Psyker ×1Mastery 143334141732pts
or Primaris Champion ×1Mastery 244444241769pts
or Primaris Master ×1Mastery 3455443527110pts
or Primaris Lord ×1Mastery 4466444638157pts
Primaris Psyker equipment and options
WeaponsSword
Wargearup to 1 wargear card, any combination from Assault Weapons.
Special

Joins a Command HQ or Command Squad and stays with it for the battle; a Primaris Lord joins the Command HQ only. Uses Adeptus powers, one per Mastery Level.

Up to one per Command HQ, Command Squad or Rough Rider Command Squad

Commissar profile
ProfileMWSBSSTWIALd
Commissar ×14554425210
Commissar equipment and options
WeaponsLaspistol, Sword
Wargearup to 2 wargear cards, any combination from Assault Weapons, Command Weapons.
SpecialImmunity to Psychology
SpecialLeaders

A Commissar, alone among Imperial Guard characters, may leave one squad and join another. A squad that includes a Commissar may always test against the Commissar's Leadership of 10.

The Command HQ is still compulsory; if Macharius is present he commands the army in its officer's place, fighting as an individual model.

Lord Commander Solar Macharius profile
ProfileMWSBSSTWIALd
Macharius ×14664446410
Lord Commander Solar Macharius equipment and options
WeaponsBolt Pistol, Chainsword
ArmourCarapace Armour
Wargearup to 3 wargear cards
SpecialLeadership

Macharius passes any Leadership test taken on his own behalf, has Immunity to Psychology, as a Commissar does, and can never be broken; he takes no Break Tests.

SpecialCommand

The Command rule applies to him at Leadership 10.

SpecialHot Headed

On a turn in which he charges, Macharius adds +D6 to his combat score in place of the normal +1, rolled when the fight begins.

SpecialStrategy

The army's own rating of 2 decides who deploys first. Once both sides are set up and Reserves have been declared, but before the Preliminary Barrage, roll a D6 for Macharius. That is his Strategy Rating for deciding who takes the first turn. On a 4+ there is no pre-battle barrage; on any lower score reserves and barrage follow the normal rules. On a 6 every reserve must also deploy on the table before the game begins.

May command the army unless Macharius is also present.

Commissar Yarrick profile
ProfileMWSBSSTWIALd
Yarrick ×14664436310
Commissar Yarrick equipment and options
WeaponsStorm Bolter, Laspistol
ArmourCarapace Armour
WargearForce Field.
WargearBale Eye.
WargearBattle Claw.
SpecialImmunity to Psychology
SpecialLeaders

Yarrick, unlike other Guard characters, may leave one squad and join another. Whichever squad he is with passes every Leadership-based test automatically.

SpecialInspiration

A unit with Yarrick in view also passes its Leadership tests automatically, provided he stands nearer to the enemy than that unit.

SpecialIron Will

When a hit takes Yarrick to 0 Wounds, roll a D6 instead of removing him. On a 5+ he is removed as a casualty; on any lower score his Wounds return to 1 and he fights on.

Nork Deddog

0–167pts

Joins the Command HQ.

Nork Deddog profile
ProfileMWSBSSTWIALd
Nork ×1654553529
Nork Deddog equipment and options
WeaponsRipper Gun, Frag Grenade
ArmourCarapace Armour
SpecialVery Loyal

While his commander lives, Nork stays within 2" of that commander wherever he can.

SpecialBodyguard

A shooting hit on his commander may be resolved against Nork instead, provided Nork stands within 2"; the Guard player chooses which of the two takes it.

Captain Chenkov

0–1+40pts per model

Stands in for a Valhallan Command HQ's Captain.

Captain Chenkov profile
ProfileMWSBSSTWIALd
Chenkov ×1455442528
Captain Chenkov equipment and options
WeaponsBolt Pistol, Power Sword, Frag Grenade, Krak Grenade
ArmourCarapace Armour
Wargearup to 2 wargear cards
SpecialHold the Line

Before the first turn roll a D6. The score is a pool of re-rolls the Imperial Guard player may spend on any Leadership-based test while Chenkov lives. One re-roll joins the pool each time the enemy scores Victory Points by breaking a Guard unit or destroying it; half-strength losses add nothing.

Colonel Shaefer

0–1110pts
Colonel Shaefer profile
ProfileMWSBSSTWIALd
Shaefer ×1466443639
Colonel Shaefer equipment and options
WeaponsLaspistol, Sword
ArmourCarapace Armour
Wargearup to 3 wargear cards, any combination from Assault Weapons, Command Weapons.
SpecialPenal Squad

Shaefer leads a Penal Squad, an Imperial Guard Squad bought from the Battle Line band with its normal options. Colonel and squad are a single unit and keep Squad Coherency; a Weapons Team from it may still split off as usual.

SpecialLast Chancers

While Shaefer lives the whole squad, a split Weapons Team included, passes every Leadership-based test automatically, and any member may re-roll a missed shot or a close-combat fumble. The second result stands even if it is worse.

Fights on his own; need not join a Command Squad.

Stumper Muckstart profile
ProfileMWSBSSTWIALd
Stumper ×1424221516
Stumper Muckstart equipment and options
WeaponsNeedle Sniper Rifle
ArmourFlak Armour
SpecialInfiltration
SpecialTrick Shot

As each shooting phase opens, roll a D3: that is how many shots Stumper fires that turn. He may aim them at any enemy in sight, nearest or not, naming his targets before rolling to hit.

SpecialKiller Shot

In place of his D3 shots Stumper may fire once, aimed at a weak point. Resolve the shot as normal; if it hits, the target's Armour Save is worsened by a further D3.

Captain Mogul Kamir

0–1+29pts per model

Stands in for a Rough Rider Command Squad's Lieutenant, and that squad then serves as the army's Command HQ. Every allowance still treats it as one of the army's Rough Rider Command Squads. Without him, an army cannot field a mounted Command HQ.

Captain Mogul Kamir profile
ProfileMWSBSSTWIALd
Mogul Kamir ×1455442528
Captain Mogul Kamir equipment and options
WeaponsHunting Lance, Bolt Pistol, Laspistol, Frag Grenade, Krak Grenade
ArmourCarapace Armour
WargearEye of the Falcon.
WargearCrushing Arm of Kamir.

Battle Line

Min 25% of army points value

Imperial Guard Squads and Heavy Weapons Squads: up to three per Command HQ or Command Squad, as its regimental squads

Each regimental squad taken allows one more Battle Line unit

Each Command HQ and Command Squad belongs to one Imperial Guard regiment, and its regimental squads must come from that regiment. Rough Rider Squads can be regimental only under Rough Rider Command Squads, which take no other kind of regimental squad.

Every unit in this band that is not a regimental squad is an additional unit, whatever its regiment. Ogryn Squads, Ratling Sniper Squads, Storm Trooper Squads and every vehicle are additional units only, though a Chimera may instead be bought with a squad.

A Chimera bought with a squad may act apart from it once the battle starts, and a Veteran ability bought for the squad does not reach it.

Imperial Guard Squad profile
ProfileMWSBSSTWIALd
Sergeant ×1433331317
Guardsman ×9433331317
Imperial Guard Squad equipment and options
WeaponsSergeant – Laspistol, Sword, Frag Grenade
WeaponsGuardsman – Lasgun, Frag Grenade
ArmourFlak Armour
WargearSergeant – additional or alternative weapons from Assault Weapons.
WargearGuardsman, 2 models – an additional weapon from Heavy Weapons. The two form one Weapons Team.
WargearGuardsman, 1 model – one weapon from Special Weapons, in place of Lasgun.
SpecialThe unit – one ability from Veteran Abilities.
SpecialAll models. May be mobilised in a Chimera armoured carrier. 140pts

Up to three per Rough Rider Command Squad, as its regimental squads

Rough Rider Squad profile
ProfileMWSBSSTWIALd
Sergeant ×1433331317
Rough Rider ×4433331317
Warhorse ×5830331315
Rough Rider Squad equipment and options
WeaponsSergeant – Hunting Lance, Laspistol, Chainsword, Frag Grenade
WeaponsRough Rider – Hunting Lance, Laspistol, Chainsword, Frag Grenade
ArmourSergeant – Flak Armour
ArmourRough Rider – Flak Armour
SpecialThe unit – one ability from Veteran Abilities.
SpecialDispersed Formation
Storm Trooper Squad profile
ProfileMWSBSSTWIALd
Sergeant ×1433331318
Storm Trooper ×9433331318
Storm Trooper Squad equipment and options
WeaponsSergeant – Hotshot Laspistol, Sword, Frag Grenade
WeaponsStorm Trooper – Hotshot Lasgun, Frag Grenade
ArmourFlak Armour
WargearSergeant – additional or alternative weapons from Assault Weapons.
WargearAll models – equipped with Krak Grenade. 30pts
WargearStorm Trooper, 2 models – an additional weapon from Heavy Weapons. The two form one Weapons Team; a firer who has no Hotshot Lasgun carries a Hotshot Laspistol instead.
WargearStorm Trooper, up to 1 model – one weapon from Special Weapons, in place of Hotshot Lasgun.
SpecialThe unit – must take one ability from Veteran Abilities.
SpecialAll models. May be mobilised in a Chimera armoured carrier. 140pts

Fielded singly or as a squadron of up to three.

Sentinel profile
ProfileMWSBSSTWIALd
Sentinel ×18334––327

Support

Max 25% of army points value

Points for a vehicle cover any crew it has (see Vehicle Crew), who carry Laspistols and wear Flak Armour.

Points spent here may also buy allies from the armies listed, under the Allies rule.

Equipment

Veterans

Any squad, Rough Riders and Ogryns included, may become Veterans by buying one of the abilities below; vehicle squadrons may not. Prices are under Veteran Abilities above, and no unit may buy more than one.

Crazed

A Crazed squad takes no Psychology tests, and takes a Break Test only once it has lost half its models in a single turn rather than a quarter.

Dead Eye Shots

A model of the squad that misses a shot may re-roll To Hit. The re-roll is for shooting only, never for Grenades or for a heavy weapon that places a Blast Marker.

Freedom Fighters

While the squad is inside a wood or a Building, every enemy model that moves within that wood or Building takes a single Strength 3 hit automatically.

Grizzled

The squad rolls 3D6 in place of 2D6 for any test against its Leadership and keeps the best two dice.

Guerrillas

The squad may Run and go into Hiding in one turn, or Run and then shoot at -1 To Hit.

Hardened Fighters

In Hand-to-Hand Combat a model of the squad may re-roll any one of its Attack Dice; the first score is discarded even where it was a 1 and would have been a Fumble. An opponent may never Parry a Hardened Fighter's attacks.

Slick Crew

The ability covers each Weapons Team in the squad while both crew members are fighting. A heavy weapon that scores a hit may fire once more that shooting phase, at its first target or at any other it could fire on, provided it has not suffered a Weapon Malfunction; the first shot is resolved before the second is taken. A Mortar earns its second shot only on a direct hit, the Hit face of the Scatter Dice.

Street Fighters

A model of the squad in Soft Cover counts as -2 To Hit, and in Hard Cover as -3, rather than the usual -1 and -2.

Tank Hunters

When the squad uses Grenades against a vehicle it may re-roll as many of its Armour Penetration dice as it wishes. The squad is immune to any Psychology a vehicle causes.