Lasgun Volleys

The growth and development of an Imperial Guard unit.

Saturday, January 2, 2010

Latest Army List














IG Vets and Inquisitors
1500 of 1500 Pts - 5th Edition










4x Company Command Squad 200



Grp
HQ



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1



Ld
7



Save
5+











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]



WS
4



BS
4



S
3



T
3



Wo
3



I
3



A
3/4



Ld
9



Save
5+/5(i)











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]



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1/2



Ld
7



Save
5+











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]



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1/2



Ld
7



Save
5+











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]



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1/2



Ld
7



Save
5+











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



Grp
Troops



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1



Ld
7



Save
5+











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]



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
2/3



Ld
8



Save
5+











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



Grp
Troops



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1



Ld
7



Save
5+











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]



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
2/3



Ld
8



Save
5+











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



Grp: Heavy











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



Grp: Heavy











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



Grp: Heavy











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



Grp
Troops



WS
3



BS
3



S
3



T
3



Wo
1



I
3



A
1



Ld
8



Save
5+











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]



WS
3



BS
3



S
3



T
3



Wo
1



I
3



A
2/3



Ld
8



Save
5+











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



Grp
HQ



WS
4/5



BS
4/5



S
3



T
3



Wo
3



I
4/5



A
3



Ld
10



Save
3+











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]



Grp
-



WS
3



BS
3



S
3



T
3



Wo
1



I
3



A
1



Ld
8



Save
6+











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]



Grp
-



WS
3



BS
3



S
3



T
3



Wo
1



I
3



A
1/2



Ld
8



Save
6+











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]



Grp
-



WS
3



BS
3



S
3



T
3



Wo
1



I
3



A
1/2



Ld
8



Save
6+











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]



Grp
-



WS
3



BS
4



S
3



T
3



Wo
1



I
3



A
1



Ld
8



Save
4+











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















Validation Report















Roster Statistics















Composition Report






















Wednesday, November 11, 2009

1250 Points of Army

Here's the list I'm running these days.  Anyone have any comments?  I keep getting tabled by Demons, so I'm thinking of switching to a more veteran-based approach.  BS4 is pretty attractive...


Army Name: IMPERIAL GUARD


HQ

HQ 1: Lord Commissar: 1 (70 pts)

-The thinking is that he satisfies the HQ requirement, and helps out on leadership checks to not break and run.

ELITES

Elite 1: 4x Ratling Snipers: (40 pts)

- The thinking here is that the rending shots can be used to reliably put a few wounds on some of the tougher demons.

TROOPS


Troops 1: Infantry Platoon: (360 pts)

- Platoon Commander

- Infantry Squad

--Vanilla

- Infantry Squad

--Vanilla

- Heavy Weapons Squad

-- 2xLascannons, 1xMortar

- Heavy Weapons Squad

-- 3xMissile Launcher

- Special Weapons Squad

-- 3x Flamers

I usually try to deploy the infantry squads together, so that I can FRFSRF the whole group. The Lascannons and Missiles go after walkers and whatnot. The flamers will try to jump in between the chargers and the infantry squads, burn them, and take the assault. It won't be big enough to survive, so it should result in another nice FRFSRF into the chargers at close range.


Troops 2: Veteran Squad: (110)

- Demolitions Doctrine

These guys are to provide some counter-charge punch to try and drop the soulgrinders or anything like that with meltabombs.

FAST ATTACK

Fast Attack 1: Armored Sentinel: (80)

- Lascannon

- HK Missile

Some extra AT punch.


HEAVY SUPPORT

Heavy Support 1: Leman Russ Executioner: (230)

- Plasma Sponsons

Anti Heavy Infantry.



Heavy Support 2: Leman Russ Battle Tank: (185)

- Lascannon

- Heavy Bolter Sponsons



Heavy Support 3: Leman Russ Battle Tank: (185)

- Lascannon

- Heavy Bolter Sponsons

Army Total: (1250)

Painting Progress

I've made some continued progress painting the army.  Behold, my Lascannons!

Side View:



Front View:



Now that I get a good look at them, I think I need to go back over them to touch 'em up, but I think the basic color scheme oughta be good.   Also, fear the Flamers!

 



















I actually like the way the flamers came out as well.  I'm putting 'em into a speedbump squad.  I'll post the lists later.

Thursday, October 29, 2009

Imperials VS Orks

Had my first 'big' game today.  1000 points, Imperial Guard VS Orks.   

I used my list from the previous post.  The enemy list, as far as I can remember, was:

Tankbusters
Trukk, full of 'ard boys
Some kind of cyborg warboss
Huge ork boy mob
Stormboys
grot squad

The terrain turned out to be a sort of plateau on the far left back corner, a forested area in the back right corner, and a fortification in the middle of the map, sculpted up like an ork building of some sort.  I set up my lascannons on the plateau, where they could see the majority of the board, except for directly behind the fortification.  I placed my 2 veteran squads on the slope, where they had good line of sight and could protect the lascannons, but had no cover.  My 2 normal infantry squads and the command squad in the middle, with the command squad taking advantage of some minor cover, and close enough to give orders to either infantry squad.  The Comissar was attached to the squad that was more exposed.  The Executioner went directly behind the squads, where it could lend some fire support and was screened from direct assault.  The Leman Russ went all the way on the right side, where it could fire behind the fortification, so as to deny the orks easy cover.

The orks decided to split their forces, with the tankbusters deploying opposite the lascannons, and the mob in the middle, screened by grots.  The trukk deployed opposite the Leman Russ, along with the stormboys. 

Turn 1:  The Orks moved forward, mostly converging towards the fortification.  The tankbusters took advantage of some minor cover, and some desultory fire took out a pair of guardsmen.
My guardsmen returned the fire with vigor, annihilating most of the grot squad that the Ork Boys were using for cover.  With the cover removed, the Executioner fired its 3 plasma and 11 bolter shots into the squad, scoring a few kills.  The Leman Russ shot the truck, destroying a weapon.

Remaining Turns:  The Orks decided that the key to their strategy was going to center around the fortification.  I think the idea was to use it for cover all the way up to the imperial lines, while using their trukk to run down my russ on the right flank and come in that way with some other guys, all while using their tankbusters to fire on my executioner.  They systematically worked their way up the fortification, taking difficult terrain tests the whole way.  It supplied good cover, but exposed them to imperial guard until turn 5, when they finally came boiling out of the fortification and assaulted.  The imperial guard, in the meantime, destroyed the stormboys, the trukk, and the squad of guys in the trukk.  The stormboys were actually comically destroyed in a single LRBT main shot that scattered like 8 inches off the trukk.  The squad of the 'ard boys that came out of the trukk was destroyed by a LRBT bullseye.  The executioner shot the hell out of the ork boys, bringing their squad DOWN to like 20 at the moment of assault.

Assault Turn:  The tankbustas, remaining grots (like 3) and ork boys (like 20) come boiling out of the cover and assault an infantry squad from the platoon.  The exceedingly predictable result was the complete annihilation of the squad.  Unfortunately for the orks, this left them exposed to point-blank fire from every other unit in the guard, which eliminated the tankbustas entirely.  Their next turn eliminated the other infantry squad, but the return fire from the remaining units and the tanks annihilated the ork assault forces completely, and ended the game.  This was at the end of turn 7.


Thoughts:  I liked my army list, for the most part.  I think the lascannons could be swapped out for missiles, which would have been a little more flexible / useful against the mobs of orks.  The LRBT spent all game firing its ordinance weapon, so its heavy bolter sponsons were kind of a waste of points, since I couldn't fire them at the same time as I fired the cannon (because its ordinance).  Might remove those entirely.

Wednesday, October 21, 2009

Army So Far...

So I've picked a whole bunch of guardsmen from various sources, and some armor.  Here's what it looks like so far:

From Warhammer 40k



You can see in the background my first Imperial Armor unit:

From Warhammer 40k


I didn't like the default arms, so I swapped him out with some extras I had.  "Bring them closer, I want to hit them with my sword!"

From Warhammer 40k


VS



I'll get there when I paint it :)

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


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