The growth and development of an Imperial Guard unit.

Tuesday, October 20, 2009

Potential Army List

So I've been slowly growing my stash of infantrymen off of eBay, and gotten my hands on a few armored units.  Played with Army Builder a bit (quality program!) and came up with the following:

1000 Pts - 5th Edition





1000 Pts - 5th Edition


Name
#
Grp
WS
BS
S
T
Wo
I
A
Ld
Save
Cost
Leman Russ Squadron
1
Grp: Heavy
400
Leman Russ Battle Tank; Leman Russ Executioner
  Leman Russ Battle Tank
1
Grp: BS: 3 FA: 14 SA: 13 RA: 10
[180]
Vehicle (Tank); Lumbering Behemoth; Battle Cannon; Heavy Bolter; Searchlight; Smoke Launchers; Heavy Bolter Sponsons (x2); Pintle Storm Bolter
  Leman Russ Executioner
1
Grp: BS: 3 FA: 14 SA: 13 RA: 11
[220]
Vehicle (Tank); Lumbering Behemoth; Executioner Plasma Cannon; Heavy Bolter; Searchlight; Smoke Launchers; Heavy Bolter Sponsons (x2); Pintle Storm Bolter
Lord Commissar
1
HQ
5
5
3/6
3
3
3/1
3
10
5+/5(i)
90
Infantry; Independent Character; Summary Execution; Aura of Discipline; Flak Armour; Frag Grenades; Refractor Field; Bolt Pistol; Melta Bombs; Power Fist; Stubborn
Infantry Platoon
1
Grp: Troops
300
Heavy Weapons Squad
  Platoon Command Squad
4

3
3
3
3
1
3
1
7
5+
[85]
Infantry; Flak Armour; Frag Grenades; Close Combat Weapon (x4); Lasgun (x2); Medi-pack; Platoon Standard; Flamer (x1); Sniper Rifle (x1)
    Platoon Commander
1

4
4
3
3
1
3
2/3
8
5+
[6]
Infantry; Junior Officer; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon; Junior Officer
  Infantry Squad
9

3
3
3
3
1
3
1
7
5+
[55]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x8); Flak Armour; Lasgun (x9); Flamer (x1)
    Sergeant
1

3
3
3
3
1
3
2/3
8
5+
[5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
  Infantry Squad
9

3
3
3
3
1
3
1
7
5+
[55]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x8); Flak Armour; Lasgun (x9); Flamer (x1)
    Sergeant
1

3
3
3
3
1
3
2/3
8
5+
[5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
  Heavy Weapons Squad
3

3
3
3
3
2
3
2
7
5+
[105]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x3); Flak Armour; Lasgun (x3); Lascannon (x3)
Veteran Squad
9
Troops
3
4
3
3
1
3
1
7
5+
105
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x8); Demolition Charge; Melta Bombs; Flamer (x1); Demolitions
  Veteran Sergeant
1

3
4
3
3
1
3
2/3
8
5+
[7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon; Melta Bombs
Veteran Squad
9
Troops
3
4
3
3
1
3
1
7
5+
105
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x8); Camo Cloak; Snare Mines; Flamer (x1); Forward Sentries
  Veteran Sergeant
1

3
4
3
3
1
3
2/3
8
5+
[7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Camo Cloak; Close Combat Weapon; Snare Mines
Total Cost:
1000


Option Footnotes
Doctrines
Demolitions
Entire squad has melta bombs. One veteran carries a demolition charge in addition to his other equipment.
Forward Sentries
Squad has camo-cloaks and snare mines.
Junior Officer
The Junior Officer may issue 1 order per turn with a 6" command radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 36).
Orders
First Rank, FIRE! Second Rank, FIRE!
Lasguns in the ordered unit have plus 1 shots, so 3 at up to 12" and 2 at up to 24" with normal Rapid Fire restrictions (see C:IG, pg. 36).
Incoming!
The ordered unit may immediately go to ground, with an additional +1 bonus to cover saves (see C:IG, pg. 36).
Move! Move! Move!
The ordered unit immediately runs, rolling three dice and choosing the highest (see C:IG, pg. 36).
Skills
Feel No Pain
If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Stealth
Improve cover save by +1, conditions apply (p76 WH40K 5E)
Stubborn
Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E)
Wargear
Battle Cannon
72" Range; S8; AP3; Ordnance 1, Large Blast
Bolt Pistol
12" Range; S4; AP5; Pistol
Camo Cloak
Model has the Stealth USR.
Close Combat Weapon
If used with another close combat weapon, +1 attack in close combat.
Demolition Charge
6" Range; S8; AP2; Assault 1, Large Blast, One Shot Only.
Executioner Plasma Cannon
36" Range; S7; AP2; Heavy 3, Blast.
Flak Armour
Confers a 5+ Armour Save.
Flamer
Template; S4; AP5; Assault 1
Frag Grenades
Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Heavy Bolter
36" Range; S5; AP4; Heavy 3
Heavy Bolter Sponsons
36" Range; S5; AP4; Heavy 3
Krak Grenades
One attack with 6+D6 AP (exceptions apply p72 WH40K)
Lascannon
48" Range; S9; AP2; Heavy 1
Lasgun
24" Range; S3; AP-; Rapid
Laspistol
12" Range; S3; AP-; Pistol
Medi-pack
While the model with this is alive, the squad has Feel No Pain.
Melta Bombs
One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Pintle Storm Bolter
24" Range; S4; AP5; Assault 2
Platoon Standard
Counts as scoring one additional wound for purposes of close combat results (see C:IG, pp. 36).
Power Fist
Ignores armour saves, increases strength in close combat.
Refractor Field
Confers a 5+ Invulnerable save (see C:IG, pg. 35).
Searchlight
Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect as the enemy can see the searchlight. See Wargear, pg. 36.
Smoke Launchers
Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Snare Mines
The unit has Defensive Grenades.
Sniper Rifle
36" Range; SX; AP6; Heavy 1; Sniper; Pinning


Validation Report
c-1. File Version: 1.04a For Bug Reports/www.ab40k.org; 1. Guard Regiments: 5th Edition Codex; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules


Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 40.0
% HQ: 9.0
Model Count: 51
% Troops: 51.0
% Wargear: 0.0
Files version: 1.04
Faith Points: 0


Group
Min
Max
Used
HQ
1
2
1
Elite
0
3
0
Troops
2
6
3
Fast
0
3
0
Heavy
0
3
1


Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.

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