4x Company Command Squad 200
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x4) (If used with another close combat weapon, +1 attack in close combat.); Plasmagun (x4) (24" Range; S7; AP2; Rapid Fire; Gets Hot!); Astropath; Master of Ordnance; Officer of the Fleet
Company Commander [26]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Refractor Field (Confers a 5+ Invulnerable save (see C:IG, pg. 35).); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Senior Officer (The Senior Officer may issue 2 orders per turn with a 12" command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 30).)
Astropath [30]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Telepathic Relay (+1 to friendly Reserve rolls and friendly units may re-roll sides when outflanking (see C:IG, pg. 31).)
Master of Ordnance [30]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Artillery Bombardment (Shooting Attack: Unlimited Range; S9; AP3; Ordnance Barrage 1 (see C:IG, pg. 31).)
Officer of the Fleet [30]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Intercept Reserves (-1 to enemy Reserve rolls and enemy units can be made to re-roll sides when outflanking (see C:IG, pg. 31).)
9x Veteran Squad 200
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x9) (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.); Melta Bombs (One attack with 8+2D6 AP (exceptions apply p72 WH40K)); Shotgun (x6) (12" Range; S3; AP-; Assault 2); Meltagun (x3) (12" Range; S8; AP1; Assault 1; Melta.); Chimera; Demolitions (Entire squad has melta bombs. One veteran carries a demolition charge in addition to his other equipment.)
Veteran Sergeant [7]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Melta Bombs (One attack with 8+2D6 AP (exceptions apply p72 WH40K))
Chimera [70]
Grp: BS: 3 FA: 12 SA: 10 RA: 10 |
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); 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).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3); Extra Armor (Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.)
9x Veteran Squad 200
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x9) (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.); Melta Bombs (One attack with 8+2D6 AP (exceptions apply p72 WH40K)); Shotgun (x6) (12" Range; S3; AP-; Assault 2); Meltagun (x3) (12" Range; S8; AP1; Assault 1; Melta.); Chimera; Demolitions (Entire squad has melta bombs. One veteran carries a demolition charge in addition to his other equipment.)
Veteran Sergeant [7]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Melta Bombs (One attack with 8+2D6 AP (exceptions apply p72 WH40K))
Chimera [70]
Grp: BS: 3 FA: 12 SA: 10 RA: 10 |
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); 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).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3); Extra Armor (Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.)
Leman Russ Squadron 195
Leman Russ Battle Tank
Leman Russ Battle Tank [195]
Grp: BS: 3 FA: 14 SA: 13 RA: 10 |
Vehicle (Tank); Lumbering Behemoth; Battle Cannon (72" Range; S8; AP3; Ordnance 1, Large Blast); 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).); Lascannon (48" Range; S9; AP2; Heavy 1); Multi-melta Sponsons (x2) (24" Range; S8; AP1; Heavy 1; Melta.)
Leman Russ Squadron 195
Leman Russ Battle Tank
Leman Russ Battle Tank [195]
Grp: BS: 3 FA: 14 SA: 13 RA: 10 |
Vehicle (Tank); Lumbering Behemoth; Battle Cannon (72" Range; S8; AP3; Ordnance 1, Large Blast); 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).); Lascannon (48" Range; S9; AP2; Heavy 1); Multi-melta Sponsons (x2) (24" Range; S8; AP1; Heavy 1; Melta.)
Leman Russ Squadron 230
Leman Russ Executioner
Leman Russ Executioner [230]
Grp: BS: 3 FA: 14 SA: 13 RA: 11 |
Vehicle (Tank); Lumbering Behemoth; Executioner Plasma Cannon (36" Range; S7; AP2; Heavy 3, Blast.); Heavy Bolter (36" Range; S5; AP4; Heavy 3); 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).); Plasma Cannon Sponsons (x2) (36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!)
9x Penal Legion Squad 80
Infantry; Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x9) (24" Range; S3; AP-; Rapid); Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)); Stubborn (Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E)); Desperadoes (Before deployment roll a D6 for each Penal Legion Squad. 1-2: The squads Lasguns are Assault 2, not Rapid Fire; 3-4: Psychopaths: The squad has Counter-Attack, Fleet and Furious Charge; 5-6: Knife Fighters: The squad is counted as having a second CCW and gains Rending (see C: IG, pg. 41).)
Penal Custodian [8]
Infantry; Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Laspistol (12" Range; S3; AP-; Pistol)
Inquisitor Lord [OM] 200
Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Psycannon Bolts (A bolt weapon with this upgrade counts as AP4. Only Armour saves may be taken against psycannon bolts; Invulnerable saves may not be taken. See C:WH, pg. 22, C:DH, pg. 18, OR Wargear, pg. 55.); Combi-Meltagun (24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle))
Acolyte [OM] [23]
If an Inquisitor with an Acolyte suffers a wound, he may allocate that wound to the Acolyte. This must be done before any saving throws are attempted. See C:WH, pg. 16 OR C:DH pg. 14.; Close combat weapon (x1) (Wargear, pg. 42.); Combi-Meltagun (24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle))
2x Mystic [OM] [12]
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.; Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
2x Sage [OM] [20]
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15.; Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
3x Warrior [OM] [75]
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15.; Gun Servitor; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Heavy Bolter (x3) (36" Range; S5; AP4; Heavy 3); Targeter (Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.)
Option Footnotes
Doctrines
Demolitions - Entire squad has melta bombs. One veteran carries a demolition charge in addition to his other equipment.
Desperadoes - Before deployment roll a D6 for each Penal Legion Squad. 1-2: The squads Lasguns are Assault 2, not Rapid Fire; 3-4: Psychopaths: The squad has Counter-Attack, Fleet and Furious Charge; 5-6: Knife Fighters: The squad is counted as having a second CCW and gains Rending (see C: IG, pg. 41).
Senior Officer - The Senior Officer may issue 2 orders per turn with a 12" command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 30).
Orders
Bring It Down! - Choose one enemy unit, the weapons the ordered unit fires at this unit count as twin-linked (see C:IG, pg. 30).
Fire on my Target! - Choose one enemy unit, successful cover saves against firing by the ordered unit at this unit must be re-rolled (see C:IG, pg. 30).
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).
Get Back in the Fight! - The ordered unit immediately regroups or returns to normal. It may shoot and assault normally (see C:IG, pg. 30).
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
Artillery Bombardment - Shooting Attack: Unlimited Range; S9; AP3; Ordnance Barrage 1 (see C:IG, pg. 31).
Intercept Reserves - -1 to enemy Reserve rolls and enemy units can be made to re-roll sides when outflanking (see C:IG, pg. 31).
Scouts - May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)
Stubborn - Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E)
Telepathic Relay - +1 to friendly Reserve rolls and friendly units may re-roll sides when outflanking (see C:IG, pg. 31).
Wargear
Battle Cannon - 72" Range; S8; AP3; Ordnance 1, Large Blast
Close Combat Weapon - If used with another close combat weapon, +1 attack in close combat.
Combi-Meltagun - 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Demolition Charge - 6" Range; S8; AP2; Assault 1, Large Blast, One Shot Only.
Executioner Plasma Cannon - 36" Range; S7; AP2; Heavy 3, Blast.
Extra Armor - Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
Flak Armour - Confers a 5+ Armour Save.
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
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
Melta Bombs - One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Meltagun - 12" Range; S8; AP1; Assault 1; Melta.
Multi-melta Sponsons - 24" Range; S8; AP1; Heavy 1; Melta.
Plasma Cannon Sponsons - 36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
Plasmagun - 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Psycannon Bolts - A bolt weapon with this upgrade counts as AP4. Only Armour saves may be taken against psycannon bolts; Invulnerable saves may not be taken. See C:WH, pg. 22, C:DH, pg. 18, OR Wargear, pg. 55.
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.
Shotgun - 12" Range; S3; AP-; Assault 2
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).
Targeter - Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
Turret Multi-Laser - 36" Range; S6; AP6; Heavy 3
Weapons
Close combat weapon - Wargear, pg. 42.
Combi-Meltagun - 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Laspistol - 12" Range; S3; AP-; Pistol
Validation Report
c-1. File Version: 1.05c 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: 41.3
% HQ: 26.7
Model Count: 52
% Troops: 32.0
% Wargear: 0.0
Files version: 1.05
Faith Points: 0
Composition Report
HQ - 2 (1 to 2)
Elite - 0 (0 to 3)
Troops - 3 (2 to 6)
Fast - 0 (0 to 3)
Heavy - 3 (0 to 3)