++ Imperial Guard Database ++

 

Command HQ Primaris Psyker Imperial Guard Heavy Weapons Squads Leman Russ Demolisher Hellhound
Command Squads Commissar Rough Rider Squad Griffon Sentinel Squadron
Rough Rider Command Squads Imperial Guard Squads Storm Troopers Chimera
Ogryns Ratling Snipers Leman Russ Basilisk

 



++ Imperial Guard Special Characters Database ++

Lord Commander Solar Macharius Nork Deddog, Ogryn Bodyguard Captain Chenkov of Valhalla Stumper Muckstart, Ratling Sharp Shooter
Commissar Yarrick Captain Al'rahem of Tallarn Colonel Shaefer's Last Chance Penal Squad Captain Mogul Kamir

 

 

++ Imperial Database access 119839.3 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Command HQ ++ 

   

M WS BS S T W I A Ld

100 pts.

Colonel

4

6

6

4

4

3

6

3

9

75 pts.

Captain 4 5 5 4 4 2 5 2 8
4 models per Command HQ Guardsmen 4 3 3 3 3 1 3 1 7

Captain/Colonel:   Carapace Armor 4+, Laspistol, Sword

Guardsmen:  Flak Armor 6+, Lasgun, Frag grenades

The Captain may have up to two Wargear cards.

The Colonel may have up to three Wargear cards.

The captain/colonel may be given weapons from the Assault Weapons or Command Weapons sections of the Wargear List.

Guardsmen may be formed into 1 or 2 weapons teams and given heavy weapons from the Heavy Weapons section of the Wargear list.  Note that any crew models not depicted with a lasgun are assumed to carry a laspistol instead.

Any Guardsmen not formed into weapons teams may exchange their lasguns for special or assault weapons chosen from the Wargear list.

One Guardsmen may carry a Battle Standard at a cost of 35 points.

A single Guardsmen can carry a comm-link in addition to his other equipment at an extra cost of +30 points.

The squad may be mobilised by including a Chimera armored carrier at a cost of 140 points.  Note that the Chimera has a seperate crew of 3 Guardsmen armed with laspistols and wearing flak armor.  See the Datafax for details of further options and costs.  The Chimera is included in the army as part of the command unit, however it can operate entirely independently of its squad during the battle.  Veteran upgrades do not affect the Chimera or its crew.

The Command HQ has a strategy rating of 2.

Special:  Any Imperial Guard unit within 12" of the colonel/captain may take Break tests using the commander's Leadership value.

A Command HQ squad may be raised to Veteran status by choosing 1 Veteran ability from the list at the points cost indicated.


 

++ Imperial Database access 113784.2 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Command Squad ++ 

   

M WS BS S T W I A Ld

60 pts.

Lieutenant

4

4

4

3

3

1

4

1

8

4 models per Command Squad Guardsmen 4 3 3 3 3 1 3 1 7

Lieutenant:   Carapace Armor 4+, Laspistol, Sword

Guardsmen:  Flak Armor 6+, Lasgun, Frag grenades

The Lieutenant may have up to one Wargear card.

The lieutenant may be given weapons from the Assault Weapons or Command Weapons sections of the Wargear List.

Guardsmen may be formed into 1 or 2 weapons teams and given heavy weapons from the Heavy Weapons section of the Wargear list.  Note that any crew models not depicted with a lasgun are assumed to carry a laspistol instead.

Any Guardsmen not formed into weapons teams may exchange their lasguns for special or assault weapons chosen from the Wargear list.

A single Guardsmen can carry a comm-link in addition to his other equipment at an extra cost of +30 points.

The squad may be mobilised by including a Chimera armored carrier at a cost of 140 points.  Note that the Chimera has a seperate crew of 3 Guardsmen armed with laspistols and wearing flak armor.  See the Datafax for details of further options and costs.  The Chimera is included in the army as part of the command unit, however it can operate entirely independently of its squad during the battle.  Veteran upgrades do not affect the Chimera or its crew.

Special:  Any Imperial Guard unit within 12" of the lieutenant may take Break tests using the commander's Leadership value.

A Command squad may be raised to Veteran status by choosing 1 Veteran ability from the list at the points cost indicated.


 

++ Imperial Database access 118228.4 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Rough Rider Command Squad ++ 

   

M WS BS S T W I A Ld

115 pts.

Lieutenant

4

4

4

3

3

1

4

1

8

4 models per Command HQ Guardsmen 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Lieutenant:   Carapace Armor 4+, Hunting Lance,  Laspistol, Chainsword

Guardsmen:  Flak Armor 6+, Lasgun, Frag grenades

The Lieutenant may have up to one Wargear card.

The lieutenant may be given weapons from the Assault Weapons or Command Weapons sections of the Wargear List.

One model may carry a special unit standard instead of his hunting lance. If a standard is carried then all models in the unit may add +1 to their hand to hand combat score.

The Command HQ has a strategy rating of 2.

Special:  Any Imperial Guard unit within 12" of the lieutenant may take Break tests using the commander's Leadership value.

If the Command squad includes a standard then it may re-roll any failed Break test.

A  squad may be raised to Veteran status by choosing 1 Veteran ability from the list at the points cost indicated.


 

++ Imperial Database access 113773.5 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Ogryns ++ 

   

M WS BS S T W I A Ld
235 pts. Ogryns 6 4 3 5 5 3 4 2 8
5 Ogryns

Flak Armor 6+, Ripper Gun, Frag grenades

Any model may wear mesh armor at a cost of 3 points per model.

A squad may be raised to Veteran status by choosing 1 Veteran ability from the Veteran List at the points cost indicated.


 

++ Imperial Database access 117787.5 ++     

++Bio-Classification:  Imperial Guard ++

++ Group Affiliation:  Primaris Psyker ++   

   

M WS BS S T W I A Ld

32 pts.

Primaris Psyker

4

3

3

3

4

1

4

1

7

69 pts. Primaris Champion 4 4 4 4 4 2 4 1 7
110 pts Primaris Master 4 5 5 4 4 3 5 2 7
157 pts Primaris Lord 4 6 6 4 4 4 6 3 8

Sword

All Primaris Psykers regardless of level of mastery may have only one Wargear card.

A psyker may be given weapons from the Assault Weapons section of the Wargear List.

Psykers have adeptus powers appropriate for their level.  Primaris Have psychic power per level.  A Primaris psyker has a psychic level of 1, a Primaris Champion 2, a Primaris Master 3, and a Lord 4.


 

++ Imperial Database access 117848.3 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Commissar ++ 

   

M WS BS S T W I A Ld

40 pts.

Lieutenant

4

5

5

4

4

2

5

2

10

Laspistol, Sword

The Commissar may have up to two Wargear cards.

A Commissar may be given weapons from the Assault and Command Weapons sections of the Wargear list.


 

++ Imperial Database access 118243.5 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Squads ++ 

   

M WS BS S T W I A Ld

100 pts.

Imperial Guard Squads 4 3 3 3 3 1 3 1 7
1 Sergeant and 9 Guardsme

Sergeant:   Flak Armor 6+, Laspistol, Sword, Frag grenades

Guardsmen:  Flak Armor 6+, Lasgun, Frag grenades

The sergeant may be given additional or alternative weapons from the Assault Weapons   section of the Wargear List.

Two of the Guardsmen may form into a weapons team.  A weapons team is given an additional heavy weapon from the Heavy Weapons section of the Wargear list.  Note that  if a firer model does not include a lasgun it is that he has swapped his weapon for a laspistol.

One Guardsmen may exchange his lasgun for a weapon from the Special Weapons section of the Wargear list.

Special:  A squad may be raised to Veteran status by choosing 1 Veteran ability from the list at the points cost indicated.

The squad may be mobilised by including a Chimera armored carrier at a cost of 140 points.  Note that the Chimera has a seperate crew of 3 Guardsmen armed with laspistols and wearing flak armor.  See the Datafax for details of further options and costs.  The Chimera is included in the army as part of the command unit, however it can operate entirely independently of its squad during the battle.  Veteran upgrades do not affect the Chimera or its crew.


 

++ Imperial Database access 118569.2 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Ratling Snipers ++ 

   

M WS BS S T W I A Ld
80 pts. Ratling Snipers 4 2 4 2 2 1 5 1 6
5 Ratling Snipers

Flak Armor 6+, Needler Sniper Rifle

A squad may be raised to Veteran status by choosing 1 Veteran ability from the Veteran List at the points cost indicated.


 

++ Imperial Database access 117683.2 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Heavy Weapons Squads ++ 

   

M WS BS S T W I A Ld
60 pts. Guardsmen 4 3 3 3 3 1 3 1 7
6 Guardsmen organised into 3 weapons teams

Guardsmen:  Flak Armor 6+, Lasgun, Frag grenades

The unit is formed into 3 weapons teams and given weapons from the Heavy Weapons section of the Wargear list.  Firer models not not carrying lasguns are assumed to be carrying laspistols instead.

The squad may be mobilised by including a Chimera armored carrier at a cost of 140 points.  Note that the Chimera has a seperate crew of 3 Guardsmen armed with laspistols and wearing flak armor.  See the Datafax for details of further options and costs.  The Chimera is included in the army as part of the command unit, however it can operate entirely independently of its squad during the battle.  Veteran upgrades do not affect the Chimera or its crew.

A Command HQ squad may be raised to Veteran status by choosing 1 Veteran ability from the list at the points cost indicated.


 

++ Imperial Database access 116263.1 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Rough Rider Squad ++ 

   

M WS BS S T W I A Ld
100 pts. Rough Rider Squad 4 3 3 3 3 1 3 1 7
Sergeant and 4 Rough Riders riding warhorses Warhorses 8 3 0 3 3 1 3 1 5

Flak Armor 6+, Hunting Lance, Laspistol, Chainsword, Frag grenades

A squad may be raised to Veteran status by choosing 1 Veteran ability form the Veteran List at the points cost indicated.


 

++ Imperial Database access 117278.0 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Storm Troopers ++ 

   

M WS BS S T W I A Ld
130 pts. Storm Troopers 4 3 3 3 3 1 3 1 8
Sergeant and 9 Storm Troopers

Sergeant:   Flak Armor 6+, Hotshot Pistol,Sword , Frag grenades

Guardsmen:  Flak Armor 6+, Hotshot Lasgun, Frag grenades

The whole squad may be equipped with Krak grenades at a cost of +30 points.

The sergeant may be given additional or alternative weapons from the Assault Weapon section of the Wargear list.

Two Storm Troopers may form a weapons team.  A weapons team is given additional heavy weapons from the Heavy Weapons section of the Wargear list.  Note that if a firer model does not include a lasgun it is assumed he has swapped his weapon for a laspistol with a Hotshot pack.

One Storm Trooper may exchange his lasgun for a weapon from the Special Weapons section of the Wargear list.

Special:  A Storm Troopersquad must be raised to Veteran status by choosing 1 Veteran ability from the Veteran List at the points cost indicated.  Note this is not an option - Storm Troopers are always Veterans. 

The squad may be mobilised by including a Chimera armored carrier at a cost of 140 points.  Note that the Chimera has a seperate crew of 3 Guradsmen armed with laspistols and wearing flak armor.  See the Datafax for details of further options and costs.  The Chimera is included in the army as part of the same additional unit, however it can operate independently of its squad during the battle.  Veteran upgrades do not affaect the Chimera or its crew.


 

++ Imperial Database access 114534.8 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Leman Russ Battle Tank ++

   

205 pts.

The Leman Russ is the chief battle tank of the Imperial Guard.  Each individual Leman Russ tank can be included in the army as an additional unit.

 

++ DATAFAX ++

The Leman Russ datafax contains all the

data you need to know to use the Leman

Russ tank including options and additional costs.


 

++ Imperial Database access 114538.8 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Leman Russ Demolisher Seige Tank ++

   

190 pts. + cost of variable sponson armament

The Leman Russ Demolisher  siege tank carries the short ranged but highly destructive Demolisher cannon.  It is invaluable in street fighting and for close assauly against fortifications and buildings.  Each Individual Leman Russ Demolisher tank can be included in the army as an additional unit.

 

++ DATAFAX ++

The Leman Russ Demolisher datafax contains all the

data you need to know to use the

tank including options and additional costs.


 

++ Imperial Database access 112356.4 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Griffon ++

   

140 pts.

The Griffon is an armored weapons carrier equipped with the deadly heavy mortar.   It is an invaluable part of the Imperial Guard mobile artillery reserve.   Individual Griffons can be included as additional units in the same way as Leman Russ tanks.

 

++ DATAFAX ++

The Griffon datafax contains all the

data you need to know to use this vehicle

including options and additional costs.


 

++ Imperial Database access 114534.8 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Chimera ++

   

140 pts.

The Chimera is the Imperial Guard's most commonly used armored troop carrier and infantry support vehicle.  Although Chimeras can be included as part of infantry squads, as described above, individual Chimeras can also be included as additional units in the same way as Leman Russ tanks.

 

++ DATAFAX ++

The Chimera datafax contains all the

data you need to know to use this vehicle

including options and additional costs.


 

++ Imperial Database access 119478.4 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Basilisk ++

   

175 pts.

The Basilisk is a mobile artillery platform.  It is used to soften up the enemy's defences from long range prior to an assault, or to hit his reserves before they have time to mobilise.  Individual Basilisks can be included as additional units in the same way as Leman Russ tanks.

 

++ DATAFAX ++

The Basilisk datafax contains all the

data you need to know to use this vehicle

including options and additional costs.


 

++ Imperial Database access 117587.0 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Hellhound ++

   

165 pts.

The Hellhound is aclose assault flame-thrower vehicle designed to flush out enemy infantry from dense terrain and urban combat zones.  Individual Hellhounds can be included as additional units in the same way as Leman Russ tanks.

++ SPECIAL ++

The Hellhound causes fear as described in

the Warhammer 40,000 rulebook.

++ DATAFAX ++

The Hellhound datafax contains all the

data you need to know to use this vehicle

including options and additional costs.


 

++ Imperial Database access 116546.7 ++     

++ Group Affiliation:  Imperial Guard ++

++ Armor Classification:  Sentinel Squadron ++

   

75 pts. per Sentinel

The Sentinel is a lightly armored one-man scout and insurgency vehicle.  Sentinels are small vehicles and fight in squadrons as described in the Dark Millenium supplement.   Squadrons of Sentinels can be included as additional units in the same way as Ogryns, Snipers, etc.  A squadron consists of between 1 and 3 individual vehicles.

 

++ DATAFAX ++

The Sentinel datafax contains all the

data you need to know to use this vehicle

including options and additional costs.


 

++ Imperial Database access 117487.3 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Commander ++ 

++ Character Identification:  Lord Commander Solar Macharius ++ 

   

M WS BS S T W I A Ld

105 pts.

Lord Commander Solar Macharius

4

6

6

4

4

4

6

4

10

Carapace Armor 4+,  Boltpistol, Chainsword

Solar Macharius may carry up to three Wargear cards. 

Strategy:  D6 - See special strategy rule.

Leadership:  Macharius will automatically pass any Leadership test he is required to take on his own behalf.  In effect he is immune to all psychology and cannot be affected by fear, terror, etc in the same way as a Commissar.  In addition, he cannot be broken and need never take a Break test.

Command:  Any Imperial Guard unit within 12" of Macharius may take Break tests using the commander's Leadership value of 10.

Hot Headed:  To represent MAcharius' legendary lack of caution he receives special combat bonuses when he charges.  When he charges, instead of the usual +1 combat modifier he adds +D6.  Roll the dice at the start of the fight to determine Macharius' bonus.  This only applies when he charges, not in any other circumstance.

Strategy:  Macharius' sudden unprepared assaults often horrified his generals, but enabled him to launch swift and devastating attcaks while the enemy forces were at their most vulnerable.  To represent his unpredictable genius, Macharius has a special strategy rating of between 1 and 6.  Remember thta it is the Imperial Guard's own rating of 2 that is used to decide which side deploys first.  As the army's commander, Macharius' rating is used to decide which side takes the first turn.  Once both sides have deployed and any reserves have been made but before the Imperial Guard barrage, roll a D6.  This is Macharius' strategy rating, used to decide which side goes first ( both commanders add D6 to their strategy rating and the highest score takes the first turn).

If Macharius' strategy rating is 1-3, then reserves and barrages are worked out as described in the rules.  The battle is fought according to the Imperial Guard's standard strategy.

If Macharius' strategy rating is 4-6, then the great commander has plunged his army into combat without waiting for the pre-battle barrage.  No barrage is permitted before the game.

If Macharius' strategy rating is 6, then in addition to losing the barrage all reserves must be deployed onto the tabletop immediately - ie, before the game begins.   Macharius has elected to throw all his reserves forward in a mass attack.


 

++ Imperial Database access 117487.3 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Commissar ++ 

++ Character Identification:  Commissar Yarrick ++ 

   

M WS BS S T W I A Ld

205 pts.

Commissar Yarrick

4

6

6

4

4

3

6

3

10

Carapace Armor 4+,  Laspistol, Stormbolter

Commissar Yarrick may carry up to three Wargear cards.  These will always be the Battle Claw, Force Field and Bale Eye.

Commissar Yarrick has a strategy rating of 2.

Immune to Psychology:  Commissars are immune to the Psychology rules given in the Warhammer 40,000 rulebook.  They cannot be affected by fear, terror, etc.

Leaders:  Unlike other Imperial Guard characters a Commissar is free to move from one squad to another.  A squad which includes Commissar Yarrick will automatically pass any Leadership based test it is required to take.  This means the unit will always pass Break or psychology tests, for example.

Inspiration:  In addition to the Leadership rule above, any unit that can see Commissar Yarrick is so inspired by his presence that it will also pass any Leadership test automatically.  However, Yarrick must be closer to the enemy than the unit itself for this rule to apply.  If Yarrick is further from any enemy troops than the unit then he cannot inspire them.

Iron Will:  Yarrick suffered numerous wounds during the battle for Armageddon and yet miraculously defied death to continue fighting.  If Yarrick suffers a hit which reduces his Wounds characteristic to 0 then instead of removing the model roll once on the chart below.

    1-4 KEEP ON FIGHTING.  Restore Yarrick's Wounds characteristic to 1 and carry on fighting.

    5-6 CASUALTY.  Even Yarrick cannot fight on.  Remove the model a s a casualty.


 

++ Imperial Database access 117373.9 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Ogryn ++ 

++ Character Identification:  Nork Deddog, Ogryn Bodyguard ++ 

   

M WS BS S T W I A Ld

67 pts.

Nork Deddog, Ogryn Bodyguard

6

5

4

5

5

3

5

2

9

Carapace Armor 4+,  Ogryn Ripper Gun, Frag grenades

Very Loyal:  Nork sticks to his commander like glue.  So as long as the commander is alive Nork must remain within 2" of him where possible.

Bodyguard:  Nork will do his utmost to protect his master, even going as far as to throw himself in front of enemy fire, exploding grenades and so on.  To represent this, any shooting hit on the commander can be taken by Deddog if he is within 2".   The player may decide whether to work out the shot against Deddog or his commander.


 

++ Imperial Database access 113265.5 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Captainr ++ 

++ Character Identification:  Captain Al'Rahem of Tallarns ++ 

   

M WS BS S T W I A Ld

+25 pts.

Captain Al'Rahem of Tallarn

4

5

5

4

4

2

5

2

80

Carapace Armor 4+

Al'Rahem has the following items of special wargear.   He may not have other Wargear.

Targeter.  Al'Rahem's plasma pistol is equipped with a targeter adding +1 to his score to hit.

Claw of the Desert Tiger

 


 

++ Imperial Database access 118763.2 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Captain ++ 

++ Character Identification:  Captain Chenkov of Valhalla ++ 

   

M WS BS S T W I A Ld

+40 pts.

Captain Chenkov of Valhalla

4

5

5

4

4

2

5

2

8

Carapace Armor 4+,  Boltpistol, Powersword, Frag and Krak grenades

Captain Chenkov may carry up to two Wargear cards. 

Special Rules:  To represent Captain Chenkov's ability to hold an army together the Imperial Guard player is allowed special re-rolls against any Leadership-based tests ( Break tests, psychology tests, Rally tests, ect).  At the start of the game the Imperial Guard player rolls the dice.  The score is the number of re-rolls he is permitted during the game.  These can be used any time so long as Chenkov is still alive.  The dice is left in position to show the number of re-rolls remaining and as re-rolls are used the dice may be turned so that the value reduces accordingly.  In addition, so long a Chenkov is still alive, one re-roll is added every time the enemy receives victory points for wiping out or breaking a unit.  Note that no bonus is earned for reducing a unit to half strength - only for wiping it out or breaking it.


 

++ Imperial Database access 118549.8 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Colonel ++ 

++ Character Identification:  Colonel Shaefer's Last Chance Penal Squad ++ 

   

M WS BS S T W I A Ld

110 pts.

Colonel Shaefer

4

6

6

4

4

3

6

3

9

100 pts

Penal Squad 4 3 3 3 3 1 3 1 7

Carapace Armor 4+, Laspistol, Sword

The Colonel may have up to three Wargear cards.

Squad:  The Penal Squad is chosen from the Battle Line section as an ordinary Imperial Guard squad of ten men including a sergeant.  The squad has all the normal options for an Imperial Guard squad-see the army list for options and points values.

Special Rules:  Colonel Shaefer and his penal squad form a single unit;  the colonel and his squad must remain within normal unit coherency at all times.  A heavy weapons team may still be split as normal.  So long as the colonel is alive the entire squad will automatically pass any Leadership-based tests (Break tests, psychology, tests to Rally, etc).  This includes a divided heavy weapons team which still continues to benefit so long as Colonel Shaefer is alive.  So long as Shaefer is alive any member of the Penal Squad may re-roll any miss when shooting and any fumbles in hand to hand combat. The re-rolled score must be accepted, even if it is another miss or another fumble.


 

++ Imperial Database access 113876.0 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Ratling ++ 

++ Character Identification:  Stumper Muckstart, Ratling Sharp Shooter ++ 

   

M WS BS S T W I A Ld

45 pts.

Stumper Muckstart, Ratling Sharp Shooter

4

2

4

2

2

1

5

1

6

Flak Armor 6+,  Needler Sniper Rifle

Infiltrates:  Sharpshooter Muckstart can be deployed on the battlefield as described in the Infiltration rules in Warhammer 40,000.  This means he can be placed anywhere on the table out of sight of the enemy once both sides have deployed. 

Trick Shot:  Stumper's shooting is impressive to say the least.  At the start of the shooting phase roll a D3 to determine how many shots he can fire that turn.   These shots can be directed against any enemy target in sight regardless of which models are the closest.  Nominate which models will be shot at before rolling any dice to hit.

Killer Shot:  As an alternative to firing D3 times, Stumper can go for one carefully placed shot - not only picking his man but finding the chink in his armor or the vulnerable part of his body.  Shoot as normal - if the shot hits then the enemy armor save is reduced by a further D3 (eg, from -2 to -4).


 

++ Imperial Database access 117622.6 ++     

++Bio-Classification:  Imperial Guardsmen ++

++ Group Affiliation:  Imperial Guard Captain ++ 

++ Character Identification:  Captain Mogul Kamir ++ 

   

M WS BS S T W I A Ld

+29 pts.

Captain Mogul Kamir

6

5

4

5

5

3

5

2

9

Carapace Armor 4+, Hunting Lance, Boltpistol, Laspistol, Frag and Krak grenades

Mogul Kamir has the Following items of Wargear.   He may not have other wargear.

Eye of the Falcon, Crushing Arm of Kamir

 

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