Characters: Up to half the points
value of the army.
Squads: At least 1/4 of the points value of the army. Allies: Up to 1/4 of the points value of the army. |
1 Command HQ
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The army must include one HQ unit, the commander will be accompanied by 4 guardsmen.
The colnel/captain may take any additional assault weapons or command weapons Any model can take additional assault or special weapons from the list. Any 2 guardsmen can be formed into a weapons team and given a heavy weapon. The whole command squad can be mobilized on a chimera for +140 pts. A single guardsman may be given a battle standard for +35 points, and or a comm-link for +30 points. The squad may take up to one vetran upgrade.
Strategy Rating: 2
Command Squad 60
The army may contain as many command squads as needed. Each command squad can control up to 3 primary units.
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The lieutenant may take any additional assault weapons or command weapons. Any model can take additional assault or special weapons from the list. Any 2 guardsmen can be formed into a weapons team and given a heavy weapon. The whole command squad can be mobilized on a chimera for +140 pts. A single guardsman may be given a medi-pack for +5 points, and or a comm-link for +30 points. The squad may take up to one vetran upgrade.
Rough Rider Command Section 115
The army may contain as many command squads as needed. Each command squad can control up to 3 rough rider units.
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The lieutenant may take any additional assault weapons or command weapons. 1 guardsman may exchange his lance for a standard which gives +1 WS to the unit. The squad may be given 1 vetran ability.
Primaris Psyker
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The Primaris psykers must be taken as part of a command squad, one per squad. The primaris lord may only be a part of a Command HQ squad. The psyker may take additional wargear from the assault list.
Commissar 40
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Any combonation of weapons from the command and assault sections.
Your army may not include more commissars than command squads.
0-2 Tech Priest Engineers 30
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Vetran Sergeants +10
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Lord Commander Solar Macharius 105
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Strategy: D6
Any additional wargear.
Commisar Yarrick 170
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No additional wargear allowed
Strategy: 2
Nork Deddog 67
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No additional wargear allowed. Nork must be included as part of a command HQ.
Captain Al'Rahem +25
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No additional wargear allowed.
Al'Rahem can only be included as a replacement for a captain in a command HQ.
Captain Chenkov +40
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Chenkov may only be included as a replacement for the captain in a command HQ.
Colnel Shaefer 110
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He may take any additional wargear.
The colnel may only be taken if a penal squad is included in the army, and if so, he automaticly leads that squad.
Stumper Muckstart, Ratling sniper 45
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He may take no additional wargear.
Captain Mogul Kamir +29
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If a rough rider command squad takes kamir, it is automaticly made the command HQ. Kamir may take no additional wargear.
Primary squads:
Tactical Squad: 100
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The sergeant may be given any additional wargear.
Two guardsmen may form a weapons team, and one guardsman may be given a special weapon. The entire squad can be mounted in a chimera for +140 points
Heavy Weapons Squad 60
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The unit must be formed into 3 weapons teams. The squad may be mounted in a chimera for +140 points. This squad cannot upgrade it's sergeant to a vetran, but may still take 1 vetran ability from the list.
Assault Squad 140
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The sergeant may take any additional wargear. Up to 2 guardsmen may take special weapons from the list.
Penal Troopers 80
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The penal squad must be led by either a tech priest engineer or by colnel schaefer. The entire squad may be given frenzon for +10 points if led by a tech priest. They may take no additional wargear or special or heavy weapons.
Whiteshields 70
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The sergeant may be given any additional wargear.
Two whiteshields may form a weapons team, and one guardsman may be given a special weapon. The entire squad can be mounted in a chimera for +140 points
Rough Rider Squad 100
The rough rider squad is only a primary unit if under the command of a rough rider command squad. Otherwise it is an additional unit.
Consists of 4 rough riders led by a sergeant.
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Additional units:
Ogryns 235
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Upgradeable to mesh armor for +3 points per ogryn. The squad can upgrade it's leader to a bonehead for an additional 15 points.
Ratling Snipers 80
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Storm Troopers 130
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Two guardsmen may be formed into a heavy weapons team, and one guardsman may carry a special weapon. The sergeant may take any additional wargear. The whole squad may be equipped with krak grenades for +30 points, and the squad may be mounted in a chimera for +140 points. The squad MUST take one vetran ability.
Servitor 9
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The servitor may take one support weapon from that section of the list. He may take no additional wargear. If a second servitor is purchased for a support weapon, he may act as a spotter, and take over the weapon (or any other weapon) in the event of the loss of the controlling servitor. A single support weapon may be taken for a command squad, and must remain part of it. Or if there are 2 or more support weapons, they may be formed into a weapons battery, and taken as an additional unit.
Vehicles:
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The main gunner may be upgraded to a tank commander for +10 points The entire crew can be upgraded to carpace armor for +3 points per member. Auto-launchers may be added with either frag OR blind grenades at +5 points Frag Defenders may be upgraded from auto-launchers for an additional +5 points.
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5 | 190 | ||||||
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Bikes +20 each
Bikes may be purchased for a squad, in which case the entire squad must be mounted on bikes, and no heavy weapons teams may be formed. The bikes may also be purchased for individual models, and command sections. Models may carry a special weapon and fire while riding a bike. Ogryns and ratlings cannot be mounted on bikes.
Wargear listing:
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