Imperial Guard

Common Abilities and Options

Available Equipment:
- Frag Grenade

  • Krak Grenade
  • Smoke Grenade
  • Stun Grenade

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly TROOP operative (excluding HEAVY WEAPON TEAM) (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Operatives

1. Commissar
Commissar
A 2
M 4"
S 3+
W 0/12

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

Zealous Disciplinarian: Whenever a friendly GUARD operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (Including its weapons' stats). Whenever a friendly GUARD operative is activated within 6" of this operative, you can ignore any changes to that operative's stats from being injured until the end of its activation (including its weapons' stats).

Enforce (1 AP): Select one other friendly GUARD operative visible to and within 3" of this operative. That operative can immediately perform a 1AP action for free, but it cannot move more than 2" during that action. If the selected operative has the commspack equipment, it cannot perform the SIGNAL action.

This operative cannot perform this action while within control range of an enemy operative

32COMMISSAR, GUARD, INFANTRY, LEADER, LORD, COMMANDER
2. Heavy Weapon Team [20R]
Heavy Weapon Team [20R]
A 2
M 4"
S 5+
W 0/14
32TROOP, GUARD, ELITE
3. Heavy Weapon Team [20R]
Heavy Weapon Team [20R]
A 2
M 4"
S 5+
W 0/14
32TROOP, GUARD, ELITE
4. Recon Veteran [15R]
Recon Veteran [15R]
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Lascarbine (Rending)
4
3+
2/3
Gunbutt
3
4+
2/3
Abilities
Available EquipmentCamo CloakGuerilla Fighter

Camo Cloak: Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.

Guerilla Fighter: Whenever this operative has the chance to perform a shoot action as a result of the guard action it can perform a dash action instead.

32RECON VETERAN, GUARD, INFANTRY
5. Shocktroop [10R]
Shocktroop [10R]
A 2
M 4"
S 5+
W 0/7
32TROOP, GUARD, INFANTRY
6. Shocktroop [10R]
Shocktroop [10R]
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
4
4+
2/3
Abilities
Group ActivationAvailable Equipment
32TROOP, GUARD, INFANTRY
7. Shocktroop [10R]
Shocktroop [10R]
A 2
M 4"
S 5+
W 0/7
32TROOP, GUARD, INFANTRY
8. Shocktroop [10R]
Shocktroop [10R]
A 2
M 4"
S 5+
W 0/7
32TROOP, GUARD, INFANTRY
9. CORE
CORE
A 0
M 0"
S 1+
W 1/1
Abilities
Guardsmen Orders
Options
ENGAGE FROM COVER (Strategic Ploy)CHAIN OF COMMAND (Tactical Ploy)

Guardsmen Orders: STRATEGIC GAMBIT and SUPPORT A friendly GUARD LEADER operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly GUARD LEADER operatives within 6" of it to receive. Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

  • Take Aim! Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

  • Fix Bayonets! Melee weapons of operatives that received this order have the Ceaseless weapon rule.

  • Dig In! Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

  • Move! Move! Move! Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

ENGAGE FROM COVER (Strategic Ploy): Whenever an operative is shooting a friendly GUARD operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

CHAIN OF COMMAND (Tactical Ploy): If a friendly GUARD LEADER operative is incapacitated and removed from the killzone, you can use this tactical ploy. If you do, until the end of the battle, another operative gains the LEADER keyword and that operative can issue GUARDSMAN ORDERS as a STRATEGIC GAMBIT.

32
10. Shocktroop Sergeant [15R]
Shocktroop Sergeant [15R]
A 2
M 6"
S 5+
W 8/8
Abilities
Adaptive OrdersAvailable EquipmentGroup Activation
Options
OVERCHARGE LASGUNS (Strategic Ploy)INTO THE BREACH (Strategic Ploy)SIEGE WARFARE (Strategic Ploy)COMBINED ARMS (Tactical Ploy)FRONTLINE BRAVERY (Tactical Ploy)LAST STAND (Tactical Ploy)

Adaptive Orders: Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

OVERCHARGE LASGUNS (Strategic Ploy): Until the end of the Turning Point, each time a Las weapon is selected for a friendly TROOP operative to shoot with (excluding Sharpshooter's Long-Las), you can choose to overcharge. If you do so, that weapon gains the P1 and Hot special rules for that shooting attack. A Las weapon is a ranged weapon that includes "Las" in its name (e.g. Lasgun, Laspistol, etc.).

INTO THE BREACH (Strategic Ploy): Each friendly TROOP operative within your drop zone can perform a free Dash action, but must finish that move closer to the enemy’s drop zone.

SIEGE WARFARE (Strategic Ploy): Friendly TROOP operatives’ ranged weapons have the Saturate and Accurate 1 weapon rules.

COMBINED ARMS (Tactical Ploy): Use this tactical ploy after rolling your attack dice for a friendly TROOP operative, if it’s shooting an enemy operative that’s been shot by another friendly TROOP operative during this turning point. You can re-roll any of your attack dice.

FRONTLINE BRAVERY (Tactical Ploy): Use this tactical ploy when a friendly TROOP operative is activated and given an Engage order. It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.

LAST STAND (Tactical Ploy): Use this Tactical Ploy when a ready friendly TROOP operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.

32TROOP, GUARD, INFANTRY, LEADER

Equipment

Frag Grenade [2R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Stikkbomb43+2/3Lim, Sat, Blast 2'', Rng 6''
Advanced Camo [2R]

The operative can perform the following action for the battle:

  • Advanced Camo (1 AP): Until the start of this operative’s next activation, while it has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". This operative cannot perform this action while visible to and within 3" of an enemy operative.
Blast Padding [3R]

The operative gains the following ability for the battle:

  • Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
Chronometer [3R]

The operative gains the following ability for the battle:

  • Chronometer: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does, you can re-roll your dice.
Long-Range Scope [2R]

Operative equipped with a hot-shot lasgun or hot-shot marksman rifle only. The hot-shot lasgun or hot-shot marksman rifle the operative is equipped with gains the following critical hit rule for the battle:

  • Long-range Scope: Each time a friendly operative makes a shooting attack with this weapon against a target more than 6'' from it, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, this weapon gains the No Cover special rule for that shooting attack.
Ammopack [3R]

The operative can perform the following action for the battle:

  • Load Weapon (1 AP): Select one friendly GUARD operative within this operative’s control range and not within 3" of enemy operatives. That friendly operative can immediately perform a free Shoot action (excluding Guard), and you can change its order to do so. This operative cannot perform this action while within control range of an enemy operative, while counteracting, or during an activation in which it performed the Charge, Dash or Shoot action (or vice versa).
Smoke Grenade [3R]

The operative can perform the following action for the battle:

  • Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Combat Blade [1R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Combat Blade34+3/4
Adrenaline Shot [1R]

The operative gains the following ability for the battle:

  • Adrenaline Shot: Once per battle, when this operative is activated, you can use this ability. If you do so, until the end of the activation, you can ignore any or all modifiers to this operative’s APL and Movement characteristics.
Decoy Grenade [2R]

The operative can perform the following action during the battle:

  • Decoy Grenade (1AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 4'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, until the end of the Turning Point, that operative cannot perform Guard or Overwatch actions (if they are already on guard, they are no longer on guard). This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Regimental Standard [2R]
  1. The operative gains the following ability for the battle:
  • Regimental Standard: When determining control of an objective marker, treat this operative’s APL as being 1 higher. Note that this is not a modifier.
  1. The operative can perform the following action during the battle:
  • Plant The Standard (1 AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly GUARD operative , that friendly operative is inspired by the regimental standard. While an operative is inspired by the regimental standard, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
Foregrip [1R]

Whenever a friendly this operative is shooting an operative within 3" of it, ranged weapons on its datacard (excluding weapons that include ‘pistol’ in their name, e.g. hot-shot laspistol, all profiles of a plasma pistol, etc.) have the Accurate 1 weapon rule.

Commspack
  1. The operative gains the following ability for the battle:
  • Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly GUARD operatives in the killzone receive that order, then subtract 1 from this operative’s APL stat until the end of its next activation.
  1. The operative can perform the following action during the battle:
  • Signal (1 AP): SUPPORT. Select one other friendly GUARD operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Grappling Hook [1R]

Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

Auspex [2R]

The operative can perform the following action for the battle:

  • Auspex Scan (1 AP): Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever an enemy operative is within 8" of this operative, that enemy operative is being scanned. Whenever a friendly KASRKIN operative is shooting an enemy operative that’s being scanned, that enemy operative cannot be obscured This operative cannot perform this action while within control range of an enemy operative.
Rosary [2R]

The operative gains the following ability for the battle:

  • Rosary: Once per battle, in the Resolve Successful Hits step of a shooting attack or combat, you can ignore the damage inflicted on this operative from one attack dice.
Stolen Goods [2R]

At the beginning of the battle, roll one D3. If the result is:

  • 1, you lose 1CP.
  • 2, you gain 1CP.
  • 3, your opponent loses 1CP.
Hand Axe [2R]

The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Hand Axe34+3/5
Hot-Shot Capacitor Pack [2R]

Modify the operative’s ranged weapons for the battle as follows:

  • Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with.
Binoculus [2R]

The operative can perform the following action during the battle:

  • Spot (1 AP): SUPPORT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly GUARD operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:
  1. That friendly operative’s ranged weapons have the Seek Light weapon rule.
  2. That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Lucky Round [3R]

Once per turning point, when this operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule until the end of that sequence.

Stun Grenade [3R]

The operative can perform the following action for the battle:

  • Stun Grenade (1 AP): Select one point in the killzone within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Krak Grenade [3R]

The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Krak Grenade43+4/5Lim, Sat, Piercing 1, Rng 6''
Medikit [2R]

The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Medikit (1 AP): Select one friendly GUARD operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.
Trench Shovel [2R]

The operative gains the following ability for the battle:

  • Dug Trench: While this operative is wholly within your drop zone, each time an enemy operative makes a shooting attack, if it is more than 2'' from this operative, this operative is treated as being in Cover provided by Light terrain. This operative loses this ability if it performs a Normal Move, Charge, Fall Back or Dash action.
Proximity Mine [3R]

The operative gains the following ability for the battle:

  • Proximity Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).The first time your Melta Mine marker is within another operative’s control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).
Imperial Primer [2R]

The operative gains the following ability for the battle:

  • Uplifting Primer: SUPPORT. Whenever a friendly TROOP operative is within 3" of this operative, that friendly operative’s weapons have the Severe weapon rule.
Improvised Armour [2R]

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain dice results of 5+ as critical saves.

Ploys

Tac Ops