1850 Pts - Imperial Guard - Unnamed

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Command Platoon (11#, 224 Pts)
  Command Platoon 0 Grp: HQ 224
    Command Squad 0 Grp: [129]
      Junior Officer 1 3 3 3 3 1 3 2 8 5+ [85]
Macharian Cross; Medallion Crimson; Power Weapon; Storm Bolter
      Guardsmen 4 3 3 3 3 1 3 1 7 5+ [44]
Grenade Launcher (x4); Frag Grenades; Krak Grenades
    Fire Support Squad 6 3 3 3 3 1 3 1 7 5+ [95]
Lasgun (x3); Autocannon (x3)
Troops: Grenadiers (10#, 136 Pts)
  Grenadiers 9 Troops 3 4 3 3 1 3 1 8 4+ 136
Hellgun w/targeter (x7); Plasmagun (x2); Frag Grenades; Krak Grenades
    Veteran Sergeant 1 3 4 3 3 1 3 2 8 4+ [26]
Power Weapon; Storm Bolter; Frag Grenades; Krak Grenades
Troops: Grenadiers (10#, 136 Pts)
  Grenadiers 9 Troops 3 4 3 3 1 3 1 8 4+ 136
Hellgun w/targeter (x7); Plasmagun (x2); Frag Grenades; Krak Grenades
    Veteran Sergeant 1 3 4 3 3 1 3 2 8 4+ [26]
Power Weapon; Storm Bolter; Frag Grenades; Krak Grenades
Troops: Grenadiers (10#, 136 Pts)
  Grenadiers 9 Troops 3 4 3 3 1 3 1 8 4+ 136
Hellgun w/targeter (x7); Plasmagun (x2); Frag Grenades; Krak Grenades
    Veteran Sergeant 1 3 4 3 3 1 3 2 8 4+ [26]
Power Weapon; Storm Bolter; Frag Grenades; Krak Grenades
Elite: Hardened Veterans (10#, 145 Pts)
  Hardened Veterans 9 Elite 3 4 3 3 1 3 1 8 5+ 145
Infiltrate; Lasgun (x6); Plasmagun (x3); Frag Grenades; Krak Grenades
    Veteran Sergeant 1 3 4 3 3 1 3 2 8 5+ [16]
Lasgun; Frag Grenade (Squad); Krak Grenade (Squad)
Heavy Support: Basilisk (1#, 100 Pts)
  Basilisk 1 Grp: Heavy BS: 3 FA: 12 SA: 10 RA: 10 100
Tank; Open topped; Earthshaker Cannon; Hull Heavy Bolter
Fast Attack: Hellhound (1#, 155 Pts)
  Hellhound 1 Grp: Fast BS: 3 FA: 12 SA: 12 RA: 10 155
Extra Armour; Hunter Killer Missile; Pintle Heavy Stubber; Smoke Launchers; Track Guards; Inferno Cannon; Hull Mounted Heavy Bolter
Fast Attack: Hellhound (1#, 155 Pts)
  Hellhound 1 Grp: Fast BS: 3 FA: 12 SA: 12 RA: 10 155
Extra Armour; Hunter Killer Missile; Pintle Heavy Stubber; Smoke Launchers; Track Guards; Inferno Cannon; Hull Mounted Heavy Bolter
HQ: Inquisitor Lord (8#, 217 Pts)
  Inquisitor Lord [OM] 1 HQ 4/5 4/5 3 3 3 4 3 10 3+ 217
Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Power Weapon (x1); Psycannon
    Mystic [OM] 1 - 3 3 3 3 1 3 1/2 8 6+ [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; Close Combat Weapon
    Mystic [OM] 1 - 3 3 3 3 1 3 1/2 8 6+ [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; Close Combat Weapon
    Sage [OM] 1 - 3 3 3 3 1 3 1/2 8 6+ [10]
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; Close Combat Weapon
    Warrior [OM] 1 - 3 4 3 3 1 3 1 8 4+ [25]
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
      Gun Servitor [OM] 1 [15]
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter
    Warrior [OM] 1 - 3 4 3 3 1 3 1 8 4+ [25]
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
      Gun Servitor [OM] 1 [15]
Frag Grenades; Krak Grenades; Heavy Bolter (x1); Targeter
    Warrior [OM] 1 - 3 4 3 3 1 3 1 8 4+ [45]
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
      Gun Servitor [OM] 1 [35]
Frag Grenades; Krak Grenades; Plasma Cannon (x1); Targeter
        Plasma Cannon [OM] 1 36" Range; S7; AP2; Heavy1; Blast; Gets hot! [0]
    Sage [OM] 1 - 3 3 3 3 1 3 1/2 8 6+ [10]
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; Close Combat Weapon
Troops: Grey Knights (10#, 275 Pts)
  Grey Knights [OM] 9 Troops 5 4 4/6 4 1 4 1/2 8 3+ 275
Grey Knight special rules; Nemesis and Storm bolter (x9); True Grit
    Grey Knight Justicar [OM] 1 - 5 4 4/6 4 1 4 2/3 9 3+ [50]
Grey Knight special rules; Nemesis Force Weapon; Storm Bolter; True Grit Hero
Elite: Assassin Operative (1#, 120 Pts)
  Assassin Operative [OM] 1 Elite 5 5 4 4 2 5 3 10 4(i) 120
Independent Character; Fearless; Infiltrate; Invulnerable
;
Callidus Assassin; C'tan Phase Sword; Neural Shredder; Poison Blades; Polymorphine; A Word in Your Ear; Jump Back
Total Cost: 1799

Option Footnotes
Skills
True Grit See C:DH, pg. 8.
True Grit Hero See C:DH, pg. 8.
Vehicle Upgrades
Extra Armour Damage result changed (C:IG p36)
Hunter Killer Missile Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.
Pintle Heavy Stubber 36" Range; S4; AP6; Heavy 3.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire in the same turn it used its smoke launchers, but any penetrating hits score by the enemy in their next Shooting phase counts as glancing hits. After the enemy's next turn, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if it suffers a Crew Shaken or Crew Stunned result. See Wargear, pg. 36.
Track Guards On a 4+ the vehicle treats 'Immobilised' differently (C:IG p36)
Wargear
A Word in Your Ear The player with the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit's new position must be within the normal deployment zone, and the owning player may choose the facing of the unit after it has been moved. See C:WH, pg. 31 OR C:DH, pg. 28.
C'tan Phase Sword See C:WH, pg. 31 OR C:DH, pg. 28.
Jump Back See C:WH, pg. 31 OR C:DH, pg. 28.
Macharian Cross Any single infantry squad within 6" of the officer may redeploy up to 12" (exceptions apply C:IG p35)
Medallion Crimson Negates instant death ( exceptions apply C:IG p35)
Neural Shredder Template; S8; AP1; Assault 1, uses target's Ld value instead of Toughness to determine wounding.
See C:WH, pg. 31 OR C:DH, pg. 28.
Poison Blades See C:WH, pg. 31 OR C:DH, pg. 28.
Polymorphine See C:WH, pg. 31 OR C:DH, pg. 28.
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.
Weapons
Autocannon 48" Range; S7; AP4; Heavy 2
Close Combat Weapon If used with another close combat weapon, +1 attack in close combat.
Earthshaker Cannon 120" Range; S9; AP3; Ordnance 1/Blast
Frag Grenade (Squad) Fight simultaneously with troops in cover (p39 WH40K)
Frag Grenades Fight simultaneously with troops in cover (p39 WH40K)
Grenade Launcher Frag: 24" Range; S3; AP6; Assault 1; Blast.
Krak: 24" Range; S6; AP4; Assault 1.
Heavy Bolter 36" Range; S5; AP4; Heavy 3
Hellgun w/targeter 24" Range; S3; AP5; Rapid Fire; May measure distance
Hull Heavy Bolter 36" Range; S5; AP4; Heavy 3
Hull Mounted Heavy Bolter 36" Range; S5; AP4; Heavy 3
Inferno Cannon 24" Range; S6; AP4; Heavy 1 Flamer Template (exceptions apply p45)
Krak Grenade (Squad) One attack with 6+D6 AP (exceptions apply p39 WH40K)
Krak Grenades One attack with 6+D6 AP (exceptions apply p39 WH40K)
Lasgun 24" Range; S3; AP-; Rapid
Laspistol 12" Range; S3; AP-; Pistol
Nemesis and Storm bolter See C:DH, pg. 18.
24" Range; S4; AP5; Assault2.
Nemesis Force Weapon See C:DH, pg. 18.
Plasma Cannon 36" Range; S7; AP2; Heavy1; Blast; Gets hot!
Plasmagun 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Power Weapon Ignores armour saves in close combat.
Psycannon 18" Range; S6; AP4; Assault 3 OR 36" Range, S6 AP4 Heavy 3
Storm Bolter 24" Range; S4; AP5; Assault 2

Roster Design Information
Grenadiers: Storm Troopers as troops, restrictions apply (p56 C:IG)

Validation Report
Core/Expansion Lists: Core Lists; 2. Doctrines (AC): (No Doctrines); 7. Chimera Hull Default: No Hull Weapons; 6. Chimera Turret Default: Multi-laser; 5. Guard Regiments (Other): (None); 1. Doctrines (IG): Org - Grenadiers; 4. Guard Regiments (IA): (None); 3. Guard Regiments (IG codex): (None); Roster Options: Special Characters; Scenario: Normal Mission
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 14.7
% Fast: 17.2
% Heavy: 5.6
% HQ: 24.5
Model Count: 73
% Troops: 38.0
% Wargear: 3.6
Faith Points: 0
Files version: 1.29

Group Min Max Used
HQ 1 2 2
Elite 0 3 2
Troops 2 6 4
Fast 0 3 2
Heavy 0 3 1

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