Imperial Guard for Dark Millennium v6.1 1

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1 Imperial Guard for Dark Millennium v6.1 1 Imperial Guard Strategy The Imperial Guard is the cream of Imperial planetary defence forces the galaxy over. As such, Imperial Guard armies purchased according to this list may have one (1) strategy point for every unit in the army. Imperial Guard Unit Special Rules Name Effect Platoon Coherency Imperial Guard players may only declare actions for units within platoon coherency. A unit is within platoon coherency when it has a line of sight to the command unit of its platoon or its company. Fire Teams Command Units A section may be divided into two equal sized units called 'fire-teams' at the cost of one (1) strategy point. One unit must contain the unit's sergeant, special weapon operator, and comm-operator, and is called the 'Rifle group'. The other unit must contain the unit's heavy weapon operator and the unit's corporal, and is called the 'Gun group'. This division must be declared before the game begins. A unit counts as a command unit so long as it has at least one non-disabled officer model in unit coherency. Officer models include Junior Officers, Senior Officers, and Commissars. Imperial Guard Organization The Imperial Guard is a rigid organization and so when choosing an Imperial Guard army the player should note what kind of Company will form the core of his or her force, and what Auxiliaries will accompany that force. All companies have a Company Command Section and at least two Company Platoons. A company may have up to six Company Platoons and may have one Auxiliary for every two Company Platoons. Companies: Infantry Company Mechanised Company Drop Company Assault Company Armoured Company Company Platoons: Rifle Platoon Armoured Fist Platoon Drop Platoon Sapper Platoon Tank Platoon Auxiliaries: Rifle Platoons Heavy Weapons Platoons Armoured Fist Platoons Tanks Techpriest Contingent MASH Sections Forward Observer Sections Sniper Sections Stormtrooper Sections Roughrider Sections Sentinel Squadrons Ratling Sections Ogryn Sections Imperial Guard Psychic Powers Name of Power Threshold Effects Smite 3+ This causes a model within a Range of 2 of the Sanctioned Psycker to take light damage as an arc of psychic power earths itself in it. Telepathy 4+ One Imperial Guard unit is unaffected by the Platoon Coherency rule that turn as the psycker communicates order directly to the squad s minds. Divination 6+ This generates 1 strategy point for the Imperial Guard force.

2 Imperial Guard for Dark Millennium v6.1 2 Imperial Guard Weapons List Name Range Fire Power Effects Fixed/Unfixed Bayonet 1/0 0/1 2 Portable, Multipurpose Chainswords Portable Powerswords/Poweraxes Portable Powerfists Heavy, Anti-Tank (+1) Shotgun Portable Laspistols Portable Lasguns Portable Boltpistols Portable Boltguns Portable Frag Grenades Portable, Blast (1) Krak Grenades Portable, Anti-Tank (+1) Plasma Pistol Portable, Destructive (1), Dangerous Ripper Shotgun Heavy Battle Lance Portable, Single Shot Imperial Guard Special Weapons List Name Range Fire Power Effects Melta-bombs Portable, Anti-Tank (+2), Single Shot Demolition Charge Portable, Blast (1), Single Shot Grenade Launcher 6 As Grenade As Grenade Portable Plasmagun Portable, Destructive (1) Meltagun Portable, Anti-Tank (+1) Flamethrower Portable, Incendiary Imperial Guard Heavy Weapons List Name Range Rate of Fire Power Effects Heavy Bolter Heavy Rocket Launcher (AP/HE) 12+ 0/3 6/3 Heavy, Anti-Tank (+1)/Blast (1) Lascannon Heavy, Anti-Tank (+1) Multi-Laser Heavy Plasma Cannon Heavy, Destructive (2) Heavy Stubber Heavy Heavy Flamethrower Heavy, Incendiary Sniper Rifle Heavy, Anti-Tank (+1)/Poison (1) Autocannon Heavy, Anti-tank (+1) Light Mortar Heavy, Blast (1), Indirect Fire Imperial Guard Ordnance Weapons List Name Range Fire Power Effects Battle Cannon (AP/HE) 12+ 0/3 8/4 Ordnance, Anti-tank (+1)/Blast (1) Demolisher Howitzer Ordnance, Blast (1), Anti-Tank (+1) Earthshaker Cannon Ordnance, Blast (2), Indirect Fire Heavy Mortar Ordnance, Blast (1), Indirect Fire Inferno Gun Ordnance, Incendiary, Disrupt

3 Imperial Guard for Dark Millennium v6.1 3 Imperial Guard Equipment Name Effect Camoflage Gear If all models in a hidden unit are equipped with camoflage gear adds +1 to the rolls made by units during 'Scan' actions. Comm-link Hero / Anti-Hero Mechdendrites (techpriest only) Medi-Pack Smoke Grenades A unit that has at least one model equipped with a comm-link does not require a line-of-sight to its command unit for platoon coherency if and only if the command unit also has at least one model equipped with a comm-link. The model becomes a character. This gives the user a -1 modifier to his repair rolls. This device gives the medic a -1 modifier to his repair rolls. A unit equipped with Smoke Grenades may use them to reduce its Silhouette ratings by 1 point during an action. Portable. Single use. Imperial Guard Armour Name Effect Flak Armour Adds +2 to the model's armour rating Carapace Armour Power Armour Adds +3 to the model's armour rating Adds +4 to the wearer's armour rating

4 Imperial Guard for Dark Millennium v6.1 4 Imperial Guard Vehicle Upgrades Name Effect Camouflage Netting Hidden vehicles equipped with camoflage netting adds +1 to the rolls made by units during 'Scan' actions. Dozer-blade Hunter Killer Rocket Improved Comms Pintle-Mounted Heavy Stubber Reinforced Armour Rough-Terrain Modifications Searchlight Smoke Grenade Launchers Spaced Armour A dozer blade may be used to clear mine-fields, and adds +1 to the front armour rating of the vehicle. A vehicle equipped with a Hunter Killer Missile gains a single-use Missile Launcher that only fires AP missiles. A vehicle that improved comms does not require a line-of-sight to its command unit if and only if the command unit also has improved comms or at least one model equipped with a comm-link. A vehicle may be equipped with a pintle-mounted heavy stuber that may be fired if the vehicle has sufficient crew A vehicle equipped with Reinforced Armour adds +1 to all of its armour ratings. The vehicle adds +1 to its agility rating. May be used to illuminate units during night combat. A vehicle equipped with Blind Grenade Launchers may use them to reduce its Silhouette by 1 point during an Advance action. A vehicle equipped with Spaced Armour may ignore the anti-tank bonus to attacks.

5 Imperial Guard for Dark Millennium v6.1 5 Imperial Guard Units Imperial Guard Company Command Section Members: Senior Officer, 1 Sgt. Major, and 3-8 Guardsmen or Veterans. The unit may also add 1 Sanctioned Psycker, 1 Priest, and 1 Commissar. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour). Options: Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm- Link. Equip entire squad with frag and/or krak grenades. Veterans may swap lasguns for shotguns. The Senior Officer, Sgt. Major, and Commissar may choose items from the equipment, or weapons lists. Special Rules: Command unit. If the section commands an Infantry Company, it behaves as described above. If the section commands an Armoured Fist Company, it also has a Chimera. If the section commands a Drop Company, it has the Airdrop special rule. If the section commands an Assault Company, all models are equipped with Carapace Armour. If the section commands an Armoured Company, it forms the crew of a Leman Russ tank. Imperial Guard Rifle Platoon 1 Platoon Command Section Members: Junior Officer, and 5 Guardsmen or Veterans.. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour). Options: Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm- Link. Equip entire squad with frag and/or krak grenades. Veterans may swap lasguns for shotguns. The Junior Officer may choose items from the equipment or weapons lists. Special Rules: Command unit. 3 Rifle Sections Members: 10 Militia/Conscripts or 10 Whiteshields or 10 Guardsmen or 5-10 Veterans. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour) Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Upgrade one member to have a heavy weapon. Upgrade one member to have a special weapon. Upgrade one member to have a Comm-Link. Equip entire squad with frag grenades. Veterans may swap lasguns for shotguns. Veteran sections have the option of krak grenades or smoke grenades. Special Rules: Fire Teams, Platoon Coherency.

6 Imperial Guard for Dark Millennium v6.1 6 Imperial Guard Heavy Weapon Platoon 1 Platoon Command Section Members: Junior Officer, and 5 Guardsmen or Veterans.. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour). Options: Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm- Link. Equip entire squad with frag and/or krak grenades. Veterans may swap lasguns for shotguns. The Junior Officer may choose items from the equipment or weapons lists. Special Rules: Command unit. 3 Heavy Weapon Sections Members: 6 Whiteshields or 6 Guardsmen or 6 Veterans. Equipment: Three heavy weapons. Lasguns, bayonets. Flak Armour (+2 Armour) Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Veterans may swap lasguns for shotguns. Veteran sections have the option of being equipped with frag grenades or smoke grenades. Special Rules: Platoon Coherency. Imperial Guard Tank Platoon 1 Command Tank Members: Leman Russ Tank with Battle Cannon, Heavy Bolter, and Crew. Crew: Junior Officer, and 3 Guardsmen or Veterans. Options: May take Vehicle Upgrades. Upgrade the Heavy Bolter to a Lascannon. May add two Heavy Bolter sponsons, but cannot upgrade these to Lascannons. The Junior Officer may choose items from the equipment or weapons lists. Special Rules: Command unit. 3 Tanks Members: Leman Russ Tank with Battle Cannon, Heavy Bolter, and Crew. Crew: 4 Guardsmen or Veterans. Options: May take Vehicle Upgrades. Upgrade the Heavy Bolter to a Lascannon. May add two Heavy Bolter sponsons, but cannot upgrade these to Lascannons. Special Rules: Platoon Coherency

7 Imperial Guard for Dark Millennium v6.1 7 Imperial Guard Drop Platoon 1 Platoon Command Section Members: Junior Officer, and 5 Guardsmen or Veterans.. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour). Options: Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm- Link. The entire squad may be equipped with frag and/or krak grenades. Veterans may swap lasguns for shotguns. The Junior Officer may choose items from the equipment, or weapons lists. Special Rules: Command unit, Airdrop. 2 Combat Sections Members: 10 Guardsmen or 5-10 Veterans. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour) Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Upgrade two members to have special weapons. Upgrade one member to have a Comm-Link. Equip entire squad with frag grenades or krak grenades. Veterans may swap lasguns for shotguns. Veteran sections have the option of smoke grenades. Special Rules: Fire Teams, Platoon Coherency, Air Drop. 1 Support Section Members: 6 Guardsmen or 6 Veterans. Equipment: Lasguns, bayonets. Flak Armour (+2 Armour) Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Upgrade three members to have either special weapons or heavy weapons. Upgrade one member to have a Comm-Link. The entire squad may be equipped with frag grenades. Veterans may swap lasguns for shotguns. Veteran sections may be equipped with krak grenades or smoke grenades. Special Rules: Platoon Coherency, Air Drop.

8 Imperial Guard for Dark Millennium v6.1 8 Imperial Guard Sapper Platoon 1 Platoon Command Section Members: Junior Officer, and 5 Guardsmen or Veterans.. Equipment: Shotguns, bayonets. Carapace Armour (+3 Armour). Options: Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm- Link. Equip entire squad with frag and/or krak grenades. Veterans may swap shotguns for lasguns. The Junior Officer may choose items from the equipment, or weapons lists. Special Rules: Command unit. 3 Sapper Sections Members: 10 Whiteshields or 10 Guardsmen or 5-10 Veterans. Equipment: Shotguns, bayonets. Carapace Armour (+3 Armour) Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. All models can upgrade shotguns to laspistols and chainswords. Upgrade two members to have a special weapon. Upgrade one member to have a Comm-Link. The entire squad may be equipped with frag grenades, krak grenades, and either demolition charges, or melt-bombs. Veterans may swap lasguns for shotguns, or upgrade shotguns to boltguns. Special Rules: Fire Teams, Platoon Coherency.

9 Imperial Guard for Dark Millennium v6.1 9 Imperial Guard Armoured Fist Platoon 1 Platoon Command Section Members: 1 Chimera with Multi-laser, Heavy Bolter, and Crew. 1 Junior Officer, and 3 Guardsmen or Veterans. Crew: 2 Guardsmen or Veterans. Equipment: Lasguns and bayonets. Flak Armour (+2 Armour). Options: May take Vehicle Upgrades. Upgrade two Guardsmen or Veterans to have special weapons. Upgrade one Guardsman or Veteran to be a Medic equipped with a Medi-Pack. Upgrade one Guardsman or Veteran to have a Comm-Link. Equip entire squad with frag and/or krak grenades. Veterans may swap shotguns for lasguns. The Junior Officer may choose items from the equipment, or weapons lists. Special Rules: Command unit. 3 Armoured Fist Sections Members: 1 Chimera with Multi-laser, Heavy Bolter, and Crew. 10 Whiteshields or 10 Guardsmen or 5-10 Veterans. Crew: 2 Guardsmen or Veterans. Equipment: Lasguns and bayonets. Flak Armour (+2 Armour). Options: May take Vehicle Upgrades. : If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Upgrade one member to have a heavy weapon. Upgrade one member to have a special weapon. Upgrade one member to have a Comm-Link. Equip entire squad with frag grenades. Veterans may swap lasguns for shotguns. Veteran sections have the option of krak grenades or smoke grenades. Special Rules: Platoon Coherency

10 Imperial Guard for Dark Millennium v Imperial Guard Tank Section One (1) of the following: Leman Russ Tank Demolisher Leman Russ Tank Hellhound Tank Griffin Mortar Carrier Basilisk Self-Propelled Gun Leman Russ Tank with Battle Cannon, Heavy Bolter, and Crew. Crew: 4 Guardsmen or Veterans. Options: May take Vehicle Upgrades. Upgrade the Heavy Bolter to a Lascannon. May add two Heavy Bolter sponsons, but cannot upgrade these sponsons to Lascannons. Leman Russ Demolisher Tank with Demolisher Howitzer, Heavy Bolter, and Crew. Crew: 4 Guardsmen or Veterans. Options: May take Vehicle Upgrades. Upgrade the Heavy Bolter to a Lascannon. May add two Heavy Bolter sponsons, and may upgrade these sponsons to two Plasma Cannons or two Heavy Flamethrowers. Hellhound Tank with Inferno Gun, Heavy Bolter, and Crew. Crew: 2 Guardsmen. Options: May take Vehicle Upgrades. Griffin Mortar Carrier with Heavy Mortar, Heavy Bolter, and Crew. Crew: 4 Guardsmen. Options: May take Vehicle Upgrades. Basilisk Self-Propelled Gun with Earthshaker Cannon, Heavy Bolter, and Crew. Crew: 4 Guardsmen. Options: May take Vehicle Upgrades. Special Rules: Platoon Coherency

11 Imperial Guard for Dark Millennium v Imperial Guard Techpriest Contingent Members: 1-3 Enginseers, and 1-3 Servitors per Enginseer. Equipment: Enginseers: Power axe. Power Armour (+5 Armour). Servitors: Mechadendrites or Heavy Bolters, or Plasma Cannons. Options: May take Vehicle Upgrades. Each Enginseer may be upgraded with Mechadendrites. The entire Techpriest Contingent may crew a Chimera. Special Rules: None. Imperial Guard MASH Section Members: 1 Chimera with Multi-laser, Heavy Bolter, and Crew. 10 Medics. Crew: 2 Guardsmen Equipment: Laspistols, Bayonets. Flak Armour (+2 Armour) Options: Each Medic may be equipped with a Medi-Pack. One Medic may be equipped with a Comm- Link. Special Rules: Platoon Coherency. Imperial Guard Forward Observer Sections Members: 1 Chimera with Multi-laser, Heavy Bolter, and Crew. 10 Scouts. Crew: 2 Guardsmen Equipment: Lasguns, Bayonets. Flak Armour (+2 Armour) Options: May take Vehicle Upgrades. Each Scout may be equipped with frag or smoke grenades. One Scout may be equipped with a Comm-Link. One Scout may be equipped with a special weapon. Special Rules: Fire Teams, Platoon Coherency. Imperial Guard Sniper Teams Members: 1 Sniper, 1 Scout. Equipment: Scout has a lasgun and a bayonet. Sniper has a Sniper Rifle and bayonet. Flak Armour (+2 Armour) Options: Each member may be equipped with frag or smoke grenades. The Scout may be equipped with a Comm-Link. Both members may be equipped with Camoflage gear Special Rules: Platoon Coherency.

12 Imperial Guard for Dark Millennium v Imperial Guard Stormtrooper Section Members: 1 Junior Officer, 9 Stormtroopers Equipment: Boltguns (hotshot lasguns), bayonets, frag and krak grenades. Carapace Armour (+3 Armour) Options: Upgrade two members to have special weapons. The Junior Officer may choose items from the equipment or weapons lists. The entire Section may have a Chimera with two extra Stormtroopers to act as crew. If so then the Chimera may take Vehicle Upgrades. Special Rules: Fire Teams, Airdrop. Imperial Guard Roughrider Section Members: 10 Whiteshields or 10 Guardsmen or 5-10 Veterans to crew the same number of Horses. Equipment: Lasguns, battle lances, and bayonets. Flak Armour (+2 Armour). Options: If not a Veteran Section, the unit's sergeant may be upgraded to a Veteran model. Sergeant can swap lasgun and bayonet for laspistol and chainsword. Upgrade one member to have a heavy weapon. Upgrade one member to have a special weapon. Upgrade one member to have a Comm-Link. Equip entire squad with frag grenades. Veterans may swap lasguns for shotguns. Veteran sections have the option of krak grenades or smoke grenades. Special Rules: Platoon Coherency Imperial Guard Ogryn Section Members: 5-10 Ogryns. May also include a Commissar. Equipment: Ripper Shotguns, frag and krak grenades. Flak Armour (+2 Armour) Options: One Ogryn may be upgraded to a BONEhead. All members may have their flack armour upgraded to carapace armour. The Commissar may choose items from the equipment or weapons lists. Special Rules: Platoon Coherency. Imperial Guard Sentinel Squadron Members: 3 Sentinels with multi-lasers and crew. Crew: 3 Guardsmen or 3 Veterans. Options: May take Vehicle Upgrades. Special Rules: Platoon Coherency, Scouts Imperial Guard Ratling Section Members: 1 Ratling Non-com. 5-9 Ratlings. Equipment: Laspistols, sniper rifles, frag and krak grenades. Flak Armour (+2 Armour) Options: Upgrade one member to have a special weapon. Upgrade one member to have a Comm-Link. The Ratling Non-com may choose items from the equipment or weapons lists. Special Rules: Platoon Coherency, Disrupt, Scouts.

13 Imperial Guard for Dark Millennium v Imperial Guard Infantry Name M / S / A C / CC / FF D / S / A Q / I / M Notes Militia/Conscripts Walker, 5, 1 Infantry, 0, 0 Living, 4, 1 Green, 2, 1 Whiteshields Walker, 6, 1 Infantry, 1, 1 Living, 4, 1 Green, 3, 3 Guardsmen Walker, 6, 1 Infantry, 1, 1 Living, 4, 1 Regular, 3, 1 Veterans Walker, 6, 2 Infantry, 1, 1 Living, 4, 1 Veteran, 3, 1 Scouts Walker, 6, 2 Infantry, 1, 1 Living, 4, 1 Veteran, 3, 1 Scout Snipers Walker, 6, 2 Infantry, 1, 1 Living, 4, 1 Veteran, 3, 1 Sniper Stormtroopers Walker, 6, 2 Infantry, 1, 2 Living, 4, 1 Elite, 3, 1 Sgt. Major Walker, 6, 2 Infantry, 2, 2 Living, 4, 1 Veteran, 3, 2 Junior Officer Walker, 6, 2 Infantry, 1, 2 Living, 4, 1 Elite, 3, 2 Command (1) Senior Officer Walker, 6, 1 Infantry, 1, 2 Living, 4, 1 Elite, 3, 3 Command (2) Priest Walker, 5, 1 Infantry, 1, 1 Living, 4, 1 Regular, 2, 3 Inspiring Commissar Walker, 6, 1 Infantry, 1, 2 Living, 4, 1 Elite, 3, 3 Sanctioned Psycker Walker, 6, 1 Infantry, 1, 1 Living, 4, 1 Green, 3, 1 Psycker (1) Enginseer Walker, 5, 1 Infantry, 1, 1 Living, 4, 1 Regular, 2, 2 Mechanic (2) Servitors Walker, 5, 1 Infantry, 1, 1 Living, 4, 2 Green, 2, 4 Mechanic (1) Ratling Walker, 4, 2 Infantry, 1, 1 Living, 3, 1 Regular, 3, 2 Scout Ratling Non-com Walker, 4, 2 Infantry, 1, 1 Living, 3, 1 Veteran, 3, 2 Scout Ogryn Walker, 8, 2 Mech, 2, 0 Living, 4, 3 Veteran, 4, 2 BONEhead Walker, 8, 2 Mech, 2, 1 Living, 4, 3 Veteran, 4, 3 Imperial Guard Vehicles Name M / S / A C / CC / FF D / S / A Q / I / M Notes Horses Walker, 14, 2 Infantry, 1, 0 Living, 4, 3 Green, 3, 1 Mount (1) Sentinel Walker, 12, 2 Mech., 0, 0 Mech., 4, 10 - Vehicle (1), Scout Chimera Crawler, 12, 1 Armour, 0, 0 Mechanical, 5, - Vehicle (2), Transport (10) 20/12/12 Griffin Mortar Carrier Crawler, 10, 1 Armour, 0, 0 Mechanical, 5, - Vehicle (4) 18/10/10 Basilisk SPG Crawler, 9, 1 Armour, 0, 0 Mechanical, 6, - Vehicle (4) 18/10/10 Hellhound Tank Crawler, 12, 1 Armour, 0, 0 Mechanical, 5, - Vehicle (2) 20/12/12 Leman Russ Tank Crawler, 9, 1 Armour, 0, 0 Mechanical, 5, - Vehicle (4) 34/28/14 Demolisher LM Tank Crawler, 6, 1 Armour, 0, 0 Mechanical, 5, 38/34/18 - Vehicle (4) No point-values have been given in this list, as points values have yet to be worked out. Feedback is appreciated and can be made in the appropriate thread Dark Millennium Forum of

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