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Fire Bomb: Molotov's, gas cans and chemical fire are all used to make crude fire bombs

the masses employ to Weapons and equipment found in the codex have rules here. While wage their wars. In battle these are tossed with little not all weapon stats will be listed due to them being in the parent regard for safety causing a continuous burn on its and required Codex: Imperial Guard. Anything unique to the victims (and many times the thrower themselves) Insurgents will be found here with full details and rules. Range Strength AP Type 8 3 Assault Weapons One use only Acid Sling: A small chemical device often used to Unwieldy* breakdown waste and materials in various factories Slow Burn** across the Imperium. Not a weapon directly, but when *When throwing a Fire Bomb roll to hit as normal. On the roll of a 1 sprayed it can eat through even the thickest armour in the Fire Bomb has gone off in the squad attempting to throw it, seconds. resolve all damage against that squad. If the shot hits like normal Range Strength AP Type ______ then it has gone off against the intended target and all damage will 8 2 2 Assault 2 be resolved against that unit. The Fire Bomb misses normally on any

Wargear

Autocannon: See Codex: Imperial Guard. Autogun: The Lasgun is the most used and widely created gun in the Imperium, however, not all worlds have access to them. On these worlds the standard slug shooting rifle is still used. *Use stats for the Lasgun, see Codex: Imperial Guard*

other result. **When a Fire Bomb s cause damage in a unique way. Once a unit is hit every model in that unit takes a hit automatically. Once all damage is resolved place a marker on that unit. On the start of each players turn before movement roll a D6 for all markers. On the roll of a 1 the fire continues to burn and the entire unit is hit again and the marker remains on the unit. On the roll of a 2-6 the fire has burned away, remove the marker.

Flamer: See Codex: Imperial Guard. Autopistol: Much like the Autogun, the Autopistol is a solid slug handgun favoured on worlds where Las Grenade Launcher: See Codex: Imperial Guard. technology is not available or to costly. *Use stats for the Laspistol, see Codex: Imperial Guard* Heavy Close Combat Weapon: Not fancy or elegant these weapons are still dangerous. Wielded often Breaching Drill: An industrial drill used to dig mine without skill or concern weapons like sledges, industrial shafts deep in the earth. Used as a weapon it is able to cutters and steel pipes are capable of killing off the tear through heavy armour with ease. A model using a toughest of enemies. These weapons give the bearer +2 Breaching Drill counts as equipped with a Power Fist strength in Close Combat, but may never be combined that adds an additional D3 to Armour Penetration rolls. with another weapon to gain +1 attack. Demolition Charge: See Codex: Imperial Guard. Heavy Flamer: See Codex: Imperial Guard.

Explosive Charge: Crude and often poorly built is not a Heavy Stubber: See Codex: Imperial Guard. downside to explosives. In fact the amount of readily made explosives in the Imperium is infinite. It is no Improvised Explosive Mine: A simple but powerful wonder such devices find their ways into the hands of explosive often hidden in brush and debris to slow any who seek them. down and kill advancing forces. Due to the simplicity of Range Strength AP Type the design however there is no trigger system and they Self 6 3 Blast will go off whenever anyone, friend or foe, gets close. One use only Range Strength AP Type Suicide* NA 5 1 Stationary *When using an Explosive charge place the center of the small blast Melta marker directly over the model equipped. Any model touched by the
marker is automatically hit at full strength, roll to wound as normal. On a vehicle it causes an automatic glancing hit. Remove the model Lascannon: See Codex: Imperial Guard. equipped with the charge after all damage has been worked out.

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

Laslock: A poorly built Las weapon of unstable power. Often created by poor armies these weapons lack the finesse of a proper Las weapon and stability. Blowing up in the users face is common of these weapons. Range Strength AP Type 18 3 Assault 1 Gets Hot! Modified Sniper Rifle: Tampering with the sacred technology is against the rules for Imperial subjects; however insurgents have little regards for the rules. These weapons are often equipped with special ammo or attachments that make them unique to each sniper. Range Strength AP Type 30 X 6 Heavy 1, Sniper Plasma Cutter: A weapon used to cut through the materials used to create battle tanks and armoured creations. While hardly a weapon of design it is still a useful tool in the hands of an Insurgent. The Plasma cutter may be used in one of two ways; the first is as a weapon with the following profile. Range Strength AP Type 6 6 3 Pistol Gets Hot! The second is to use it in Close Combat. If used in Close Combat then the model counts as being armed with a Power Weapon. However on any roll of a 1 to hit during a combat the user suffers a Gets Hot! Result exactly as if it had been fired. Portable Rocket Launcher (PRL): A small tube that delivers packed charges at a distance. While unwieldy and not overly reliable, the cheapness and quick creation makes them a favoured weapon among the masses of insurgents and traitors alike. Range Strength AP Type 30 7 4 Heavy 1 Gets Hot! Reinbow: A unique crossbow weapon pressed into service on some worlds. Its ammo is easy to make and when dipped in poison can be lethal to all manner of opposition. Its silence is useful to Insurgents remaining hidden. Range Strength AP Type 24 X Heavy 1 Poison (3+)

Shotgun: See Codex: Imperial Guard. Thummper: A mortar for all intents and purposes. However instead of a specialized shell being fired these weapons are used to fire anything the user has at hand. Range Strength AP Type 36 * 5 Heavy 1 Blast Barrage
*The strength of a Thummper varies depending on what is being fired. As such roll 2D6-4 to determine the strength each turn. If the strength is 1 or lower the weapon jams and is not able to be fired this turn.

Thummper MKII: A type of siege weapon based of the design of the Thummper. Unable to manufacture and maintain large amounts of shells, this weapon is used to fire any type of explosive the insurgents have. Range Strength AP Type 36 * 4 Heavy 2 Blast Barrage
*The strength of a Thummper MKII varies depending on what is being fired. As such roll 2D6-2 to determine the strength each turn. If the strength is 1 or lower the weapon jams and is not able to be fired this turn.

Wave Cannon: A light version of the Multi-Melta this weapon started life as an industrial tool. Nowadays though it is a common weapon used on hive worlds to send waves of super heated air at the enemy. Range Strength AP Type 18 5 3 Heavy 1 Melta Weeping Blade: This blade is of the finest quality and dipped in the most lethal poisons the insurgents have at hand. Any wounds caused by a Weeping Blade count as poisoned and auto wound anything with a toughness value on a 3+.

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

Stubb Cannon: A special cannon created by insurgents to cause as much damage as possible. Firing two types Boosters: Sometimes Insurgents equip propulsion boosters to their vehicles to get them out of harms way of explosive canisters the cannon is able to damage large areas quickly. fast.

Vehicle Armoury

Any vehicle with this upgrade may, any turn roll 2D6 When firing a Stubb Cannon you may choose which and move that many inches instead of moving normally type of shot to fire each turn. Shrapnel: this counts as having moved at Combat Speed no Strength AP Type matter how far moved. However this has risks, should Range 5 4 Heavy 1 the vehicle roll double 1s it has back-fired and is now 48 Large Blast immobilized. High Yield: Range Strength AP Type Enclosed Crew Compartment: See Codex: Imperial 48 6 3 Heavy 1 Guard. Blast Extra Armour: See Codex: Imperial Guard. Riding Shotgun: While not literally riding shotgun, the shotgun is a common weapon quickly added to vehicles used in an Insurgent attack. The vehicle has a hull mounted Shotgun that may be fired by a passenger at his/her BS. Self-Destruct: A favourite among those with reckless streaks or with those willing to sacrifice anything to win the day. Random explosives are attached to the vehicle in hopes of taking as many enemies down with it. At any point in the movement phase the controlling player may opt to self destruct his vehicle(s). The vehicle suffers a Vehicle Explodes result immediately. Instead of strength 3 however all models (friend and foe) within the determined range suffer a Strength 5 hit, armour saves may be taken as normal. This may still be set off even if the vehicle is immobilized. Due to the explosives attached all hits against the vehicle gain +1 on the damage chart. Smoke Launchers: See Codex: Imperial Guard. Trained Crew: Training is something many people in a rebellion lack. The most trained men and women will be drafted into fighting units leaving only those without skill to drive and fire the vehicles of the army. Sometimes however these people find themselves surviving long enough to become veteran crews. Any vehicle with this upgrade has a BS of 3.
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Armour
Heavy Plate Armour: Poorly built armour meant only for durability and survival. Grants a 3+ save and the Slow and Purposeful USR to any model wearing it. A model may not ever Run or perform a Sweeping Advance while wearing Heavy Plate Armour. Improvised Armour: Simple and easy to create this armour is literally anything the insurgents could get their hands on. Grants a 6+ save to any model wearing it. Reinforced Improvised Armour: More elaborate and sturdy, this armour is able to ignore many types of small arms fire. Grants a 5+ save to any model wearing it.

Other Equipment
Communication Relay: A device allowing the insurgents to track enemy communications and provide false information, often slowing down enemy reinforcements where they are needed most. If a model with a Communications Relay is on the board then all enemy reserves rolls suffer a -1 on their reserve roll.

Insurgent Colours: Taking the form of a banner, icon or other carried item the insurgents are empowered when they see it. All models able to draw LoS to a model carrying the Insurgent Colours counts as scoring 1 extra wound when calculating close combat results and in addition may re-roll all failed Morale and Pinning Tests. Local Intel Maps: Maps of the local battlefield are a prize to any military force. With home field advantage many insurgents are able to have working knowledge of these advantages and maps providing great tactical workings. If a model with a set of Local Intel Maps is on the board then all friendly reserves gain a +1 to their reserve roll. Lucky Charm: Normally an iconic piece of equipment or kit these charms seem to radiate some sort of aura that protects its owner. Any model equipped with a Lucky Charm has a 6+ Invulnerable Save. Twilight Cloak: Believed to be blessed by eternal darkness and stealth these cloaks are rare treasures for members of a cells brotherhood of assassins. Any model equipped with a Twilight Cloak has a permanent 3+ Cover Save. This cannot be increased in anyway.

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

The Insurgency Army Special Rules

Army Wide Special Rules Bandito: Being flashy is a trait of many insurgents and those who want to gain support and popularity. The Manpower Points are a special set of bonus points idea of waving two pistols around is an appeal to many generated by some units in this codex. If the unit has insurgents because of this. this rule then a number in brackets will appear. This is the number of Manpower Points the unit provides. In Any model with this special rule may count its two some cases there may be a required number of models pistols of the same type as twin-linked when shooting. in the unit to be able to generate these points.

Manpower Points: It is not only angry citizens and outcasts that flock to an insurgency when times of crisis arise. Sometimes the army themselves will find its ranks split as parts move to join the rebellion.

Breakdown (Vehicles Only): Maintenance is not always In order to spend Manpower Points you must calculate an important part of an insurgency and because of this your total. Once done you have two options. the vehicles being utilized often have small mechanical problems. The first option is the use of 1 Manpower Point to remove the Low Ammo OR Breakdown special rule Any vehicle in an Insurgent army (not vehicles from from an effected unit. This can be done on any unit that other allied codices) must roll a dice at the start of the has one of these rules for a Manpower Point each. move phase. If a 1 is rolled then the vehicle can only The second is to convert local PDF, Imperial Army or move or shoot that turn. private forces to your cause. These units are all from Codex: Imperial Guard and are limited in the number Low Ammo: Rebellions are often poorly supplied for you can use. There is also a larger Manpower Point cost long term engagements. Because of this ammo to be paid for these units. The list of troops that may be shortages are a common problem among many cells. purchased from the Imperial Guard army list is as follows: Anytime a unit with this rule wishes to shoot it must # Allowed Unit Name Cost roll a D6. On the roll of a 1 the unit is low on ammo. If 1 Command Platoon* 3 MPP low on ammo the unit may not shoot at a unit outside 2 Infantry Platoon(s) 2 MPP of 12 for this turn. 1 Veteran Squad 3 MPP 2 Chimera Transport(s) 2 MPP On My Own: At time groups of people with similar 2 Rough Rider Squad(s) 2 MPP skills may be present in a rebellion. While they may be 1 Sentinel Squadron 3 MPP effective together they are even more potent when 1 Hellhound Squadron 3 MPP deployed as single units or even single men. 1 Artillery Battery 3 MPP 1 Leman Russ Squadron 4 MPP A unit with this rule must deploy each unit purchased * Special/Unique Characters may never be attached to a for the same FOC space as individual units and are Command Platoon or any other unit taken from Codex: counted as their own unit for Kill Points and other Imperial Guard. scenario rules. Command Loyalties: Each Unique Special Character has a Commander Type (Neutral, Loyalist or Renegade) Likewise each unit entry beyond them will have one of these listed underneath the unit name. A Neutral Commander can only have Neutral Units. A Renegade Commander can only have Neutral and Renegade Units, while a Loyalist Commander can only have Neutral and Loyalist Units. Only Special Characters with the same Command type may be taken in an army together.
This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

Insurgent Training______________________________ Support: These squads are used to provide covering Some members of the rebellion may have unique skills fire to their allies. Instead of taking the listed special they bring to the war. These units are represented by weapons within the squad, they may instead upgrade the Insurgent special rule and the Insurgent Training to have 2 Heavy Weapon Teams (see Codex: Imperial option in their unit entry. A unit with these options may Guard) with Heavy Stubbers for 5 point each team. for the cost listed obtain these skills for the battle. Each team may exchange their Heavy Stubber with any weapon listed below at the points cost provided. Each skill may only be chosen once by a unit and can in Autocannon............................................................15 Points some cases change several options from what is listed Heavy Flamer..................................................................Free in the units entry. Lascannon...............................................................30 Points Thummper..............................................................10 Points The trainings available are: Wave Cannon.........................................................15 Points *May only be taken by squads able to purchase special Armoured: The squad has access to better armour than weapons* usual. The unit is now equipped with Reinforced Improvised Armour. Well Supplied: This squad has somehow gained access to a vehicle not being used elsewhere. The unit may Guerrillas: These are the masters of ambush and purchase a Technical or Chimera (if proper Manpower withdrawal. The unit gains the Hit and Run and the Points were paid) as a transport vehicle. Fleet USRs. *May only be taken by squads that number 12 or less models and who have not taken the Recon training* Marksmen: This group has been trained to shoot sharper and without pause. The unit gains +1 to their BS skill. Noble: While not noble in the common sense these men and women are ready to die for their cause and spring forward to meet death head on. The unit gains the Counter Attack USR and is Fearless. Recon: The squad is sent forward to scout enemy movements. The unit gains the Infiltrate USR. *May only be taken if the squad is without a transport and number 10 or less models*

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

Psyker Abilities Pyre: A great rolling ball of Warp fire is created and Cascade: The psyker wills up a large amount of energy rolls below the enemies of the psyker before exploding and hurls it at the enemy as it travels it breaks down with great force. and seeks out enemies. This power is used and counts as a shooting attack with This power is used and counts as a shooting attack with the following profile the following profile Range Strength AP Type Range Strength AP Type 24 5 4 Heavy 1 18 4 Assault D6 Large Blast Blast Pyske Bubble: A large field of pure warp energy is Dissolve: The psyker causes the armours, weapons and created around the psyker as he swathes himself in its equipment of the enemy to burn and melt. protective power. This Power is used and counts as a shooting attack with the following profile Range Strength AP Type 36 8 2 Heavy 1 Leaping Shadows: The psyker uses his will to create elaborate and eerie shadows that plague his enemies causing them to panic. This power is used in the shooting phase and forces an enemy unit that the psyker has LoS to, to make a LD test on 3D6, removing the lowest dice rolled. If the test is failed the unit begins to fall back towards the nearest table edge immediately. This power is used in your movement phase and last until the end of your opponents next assault phase. When active the psyker and any unit he is attached to gain a 4+ Invulnerable Save. Warp Point: The psyker reaches out and has the warp grab a unit of allies and hurl them onto another point of the battlefield....not always a welcome move for those chosen.

This power is used in your movement phase. The psyker selects one friendly unit within 18 of himself (cannot be the unit he is attached to), once selected the unit is immediately replaced anywhere on the board via the Deep Strike rule (scatter as normal). However not Ooze: A foul cloud of pure warp energy is excreted all people are willing to be a psykers play toy and when from the psykers hands and slowly spreads towards the the unit is moved it must roll a Ld test. If failed the unit enemy. suffers D3 wounds (no saves of any kind allowed) as members are lost in the warp from the struggle to be This Power is used and counts as a shooting attack with free of the psykers hold. the following profile Range Strength AP Type Template 1 D6 Assault 1 Poison (4+) Puppet Master: Unhinging the minds of lesser foes is something psykers love. Using those under their control to attack their own allies is even better. This power is used in the shooting phase and counts as a shooting attack, if successful one enemy unit within 12 of the psyker becomes his puppets. The psyker may now have that unit shoot at any other unit on the board following normal weapon restrictions. This power has no effect on vehicles.

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HQ Yel-Lek, The Chronicler


WS Yel-lek 4 BS 3 S 3 T 3 W 3

70 Points
I 3 A 2 Ld 8 Sv 6+

HQ Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Autopistol Close Combat Weapon Heavy Flamer Improvised Armour Twilight Cloak Divine Book Special Rules: Faithful Neutral Commander

Muir, Guild Assassin


WS Muir 5 BS 3 S 3

105 Points
T 3 W 3 I 6 A 4 Ld 8 Sv 5+

Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Clayite Twilight Cloak Special Rules: Counter Attack Hidden Controlled Fury Neutral Commander

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HQ Retired Commissar, Retlaw


WS Retlaw 4 BS 4 S 3 T 3 W 2

50 Points
I 3 A 2 Ld 8 Sv 5+

HQ Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Autopistol Flak Armour Power Weapon Special Rules: Independent Character For the Cause! Danger Close That Wasnt A Question, Soldier! Loyalist Commander

Emberia, The Huntress


WS Emberia 4 BS 4 S 3 T 3 W 2

70 Points
I 4 A 2 Ld 9 Sv -

Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Reinbow Thirst Special Rules: Independent Character Stealth Mistress of the Hunt Loyalist Commander

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HQ Codename Sigma
WS Sigma 4 BS 3 S 3 T 3 W 2

65 Points
I 4 A 3 Ld 9 Sv 6+

HQ Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Autogun Autopistol Improvised Armour The Sabre Special Rules: Deceit Renegade Commander

Prisoner #364
WS Prisoner #364 3 BS 3 S 3 T 3 W 3

115 Points
I 3 A 3 Ld 9 Sv 6+

Options:
None

Composition: 1 Unique Unit Type: Infantry Wargear: Autopistol Force Weapon Improvised Armour Death Hood Special Rules: Psyker Alpha Plus Renegade Commander

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HQ 0 1 Command Cell Cadre Neutral


WS Command Operative 4 BS 3 S 3 T 3 W 1

80 Points

HQ Options:
Any Command Operative may exchange his Autopistol and/or Close Combat Weapon for: -Autopistol. 1 Point -Heavy Close Combat Weapon 5 Points -Plasma Cutter 15 Points -Breaching Drill 15 Points Any Command Operative may exchange his Autogun with a Shotgun: Free Up to three Command Operatives may exchange their Autoguns with: -Flamer 5 Points -Fire Bomb 5 Points -Grenade Launcher 5 Points -Acid Sling 10 Points -PRL 10 Points Any remaining Command Operative may take single option below(one of each maximum): -Communication Relay 30 Points -Local Intel Maps 30 Points -Insurgent Colours. 15 Points The squad may choose a single Insurgent Training for free and may purchase up to two more for 25 points each

I 3

A 2

Ld 9

Sv 6+

Composition: 10 Command Operatives Unit Type: Infantry Wargear: Autogun Autopistol Close Combat Weapon Improvised Armour Special Rules: Manpower Points (+2) Low Ammo Bandito Central Power For The Cause!

Agitator Neutral
WS Agitator 4 BS 3 S 3 T 3 W 1

12 Points

Options:
Any Agitator may exchange his Autopistol and/or Close Combat Weapon for: -Autopistol 1 Point -Heavy Close Combat Weapon. 5 Points -Plasma Cutter 15 Points -Breaching Drill 15 Points Any Agitator may exchange his Autogun with a Shotgun: Free Any Agitator may exchange his Improvised Armour with Heavy Plate Armour. 8 Points Any Agitator may purchase a Lucky Charm: 10 Points Any Agitator not selecting any options listed above may become a Hunt Master (exchanges all Wargear for a Reinbow and gains the USR Stealth) for: 10 Points

I 3

A 2

Ld 7

Sv 6+

Composition: 1 6 Agitators Unit Type: Infantry Wargear: Autogun Autopistol Close Combat Weapon Improvised Armour Special Rules: Independent Character Manpower Points (+1 IF 4 or more Agitators are taken) Bandito One of the Men Icon

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HQ Unsanctioned Psyker Renegade


WS Psyker Alpha Psyker 2 2 BS 2 3 S 3 3 T 3 3 W 2 3

55 Points

HQ Options:
An Unsanctioned Pysker may upgrade to an Alpha Psyker for +40 Points. A Psyker may exchange his Close Combat Weapon with a Force Weapon: 20 Points A Psyker may exchange his Improvised Armour with Heavy Plate Armour: 10 Points

I 3 3

A 2 2

Ld 7 8

Sv 6+ 6+

Composition: 1 Psyker Unit Type: Infantry Wargear: Autopistol Close Combat Weapon Improvised Armour Special Rules: Independent Character Psyker Unstable(Alpha Psyker Only)

Psychic Powers
May pick up to two if an Unsanctioned Psyker and Five if an Alpha Psyker; -Cascade -Dissolve -Leaping Shadows -Ooze -Puppet Master -Pyre -Warp Point

Cell Assassin Neutral


WS Assassin Master Assassin 4 5 BS 3 3 S 3 3 T 3 3 W 2 3

60 Points

Options:
An Assassin may upgrade to a Master Assassin for +30 Points.

I 4 5

A 2 3

Ld 6 8

Sv -

Composition: 1 Assassin Unit Type: Infantry Wargear: Two Weeping Blades Twilight Cloak Special Rules: Counter Attack Hidden Fury(Master Assassin Only)

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

ELITE

Sniper Cell Neutral


WS Sniper 2 BS 4 S 3 T 3 W 2

ELITE 30 Points Each Options:


Any Sniper may purchase one ammo upgrade: -Shredder Rounds 5 Points -Poisoned Rounds 10 Points -Explosive Rounds 10 Points -Phase Rounds 15 Points

I 3

A 1

Ld 6

Sv 6+

Composition: 1 - 3 Snipers Unit Type: Infantry Wargear: Modified Sniper Rifle Autopistol Improvised Armour Special Rules: Stealth Infiltrate On My Own I See You!

Insurgent Commandos Neutral


WS Commando 4 BS 3 S 3 T 3 W 1

80 Points

Options:
May have up to ten additional Commandos 8 Points Each Any Commando may exchange his Autogun with a: -Shotgun Free -Close Combat Weapon Free Up to three Commandos may exchange their Autogun with a: -Flamer 5 Points -Grenade Launcher 5 Points -Acid Sling 10 Points -Demo Charge 20 Points -Plasma Cutter 15 Points -Breaching Drill 15 Points The squad may choose a single Insurgent Training for free and may purchase up to one more for 25 points. at:

I 3

A 1

Ld 6

Sv 6+

Composition: 10 Commandos Unit Type: Infantry Wargear: Autogun Autopistol Improvised Armour Special Rules: Manpower Points (+1, +2 IF 15 or more Commandos are taken) Insurgent Low Ammo

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

ELITE Genebred Menials Neutral


WS Menial 3 BS 2 S 4 T 4 W 2

60 Points

ELITE Options:
May have up to seven additional Genebred Menials at: 20 Points Each Any Menial may purchase a Breaching Drill for: 15 Points Each The entire squad may take Heavy Plate Armour for: 10 Points Each

I 1

A 3

Ld 5

Sv 6+

Composition: 3 Genebred Menials Unit Type: Infantry Wargear: Heavy Close Combat Weapon Improvised Armour Special Rules: Fearless Feel No Pain

Inmates Neutral
WS Inmate 3 BS 3 S 3 T 3 W 1

60 Points

Options:
May have up to fifteen additional Inmates at: 6 Points Each

I 4

A 1

Ld 7

Sv -

Composition: 10 Inmates Unit Type: Infantry Wargear: See Special Rules Special Rules: Stubborn Jack of all Trades Lawless

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

ELITE Partisan Hunters Loyalist


WS Menial 4 BS 4 S 3 T 3 W 1

55 Points

ELITE Options:
May have up to five additional Partisan Hunters at: 11 Points Each

I 4

A 1

Ld 7

Sv -

Composition: 5 Partisan Hunters Unit Type: Infantry Wargear: Reinbow Special Rules: Stealth

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

TROOPS Insurgent Operatives Neutral


WS Insurgent 3 BS 2 S 3 T 3 W 1

50 Points

TROOPS Options:
May have up to ten additional Insurgents at: 5 Points Each Up to two Insurgents may exchange their Autogun with a: -Flamer 5 Points -Grenade Launcher 5 Points -Acid Sling 10 Points -Demo Charge 20 Points The squad may choose a single Insurgent Training for 25 points.

I 3

A 1

Ld 5

Sv 6+

Composition: 10 Insurgent Operatives Unit Type: Infantry Wargear: Autogun Improvised Armour Special Rules: Manpower Points(+1) Insurgent Low Ammo

0 1 Mutants Renegade
WS Mutant 2 BS 2 S 3 T 4 W 1

40 Points

Options:
May have up to forty additional Mutants at: 4 Points Each The entire squad may purchase Laslocks at: 2 Points Each Up to two Mutants in every ten may take a: -Flamer 5 Points -Fire Bomb 5 Points -Heavy Close Combat Weapon 5 Points The squad may purchase any number of mutations: -Long Legs (+1 Initiative and Move as Beasts) 50 Points -Rabid (+1 Attack) 50 Points -Scaled Skin (3+ Save) 50 Points -Strong (+1 Strength) 50 Points -Wyrd (5+ Inv Save) 50 Points

I 2

A 1

Ld 6

Sv 5+

Composition: 10 Mutants Unit Type: Infantry Wargear: Tools and Debris (Single Hand Weapon) Special Rules: Fodder

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

TROOPS 0 1 The Mob

200 Points

TROOPS Options:
None

**The Mob is a unique unit. It does not take up any Troops Slot in the Force organization Chart and can only be taken once**

Loyalist
WS Civilian Martyr 1 1 BS 1 1 S 3 3 T 3 3 W 1 1 I 3 3 A Ld 1 1 4 4 Sv -

Composition: 45 Civilians 5 Martyrs Unit Type: Infantry Wargear: Anything and Everything (Two Hand Weapons) Explosive Charges (Martyrs Only) Special Rules: Mob Rules Martyr (Martyrs Only)

--Dedicated Transports Technical


Neutral
BS 2

30 Points

Options:
A Technical may take any of the following: -Boosters 10 Points -Extra Armour 10 Points -Riding Shotgun 2 Points -Self Destruct 15 Points -Smoke Launchers 5 Points -Trained Crew 10 Points

Technical

FA 10

SA 9

RA 9

Unit Type: Vehicle(open-topped) Wargear: Two Twin-Linked Autoguns Grenade Launcher Transport Capacity: 12 Models

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

FAST ATTACK Insurgent Response Units Neutral


WS Insurgent 3 BS 2 S 3 T 3 W 1

80 Points

FAST ATTACK Options:


Up to two Insurgents may exchange their Autogun with a: -Flamer 5 Points -Grenade Launcher 5 Points -Acid Sling 10 Points -Demo Charge 20 Points The squad may choose a single Insurgent Training for 25 points. A Technical may take any of the following: -Boosters 10 Points -Extra Armour 10 Points -Riding Shotgun 2 Points -Self Destruct. 15 Points -Smoke Launchers 5 Points -Trained Crew 10 Points

I 3

A 1

Ld 5

Sv 6+

Composition: 12 Insurgents and 1 Technical Unit Type: Infantry Vehicle(open-topped) [Technical] Wargear: Autogun Improvised Armour Two Twin-Linked Autoguns Grenade Launcher Special Rules: Manpower Points (+1) Insurgent Low Ammo On My Own

Insurgent Outriders Group Neutral

30 Points Each Options:


Any U-Bug may exchange its Heavy Stubber with a: -Flamer -PRL Free 10 Points

WS Insurgent 3

BS 2

S 3

T 3

W 1 BS 2

I 3 FA 9

A 1

Ld 5 SA 9

Sv 6+ RA 9

U-Bug

Composition: 1 - 3 Outrider Group(s) ---3 Insurgents and 1 U-Bug per Group Unit Type: Infantry Vehicle(fast, opened-topped) [U-Bug] Wargear: Autogun Improvised Armour Twin-Linked Heavy Stubber [U-Bug] Special Rules: Scout On My Own

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

FAST ATTACK Pack Animals Neutral


WS Pack Animal 3 BS 0 S 4 T 3 W 1

40 Points

FAST ATTACK Options:


May have up to fifteen additional Pack Animals at: 8 Points Each

I 5

A 2

Ld 5

Sv -

Composition: 5 Pack Animals Unit Type: Beasts Wargear: Fangs and Claws(Hand Weapon) Special Rules: Furious Charge Skittish

Skythocopter Neutral
BS 2

55 Points

Options:
May add a single hull mounted weapon: -Autocannon 15 Points -Lascannon 30 Points -PRL 10 Points -Wave Cannon 15 Points A Skythocopter may take any of the following: -Extra Armour 10 Points -Self Destruct 15 Points -Trained Crew 10 Points

Skythocopter

FA 10

SA 10

RA 10

Composition: 1 Skythocopter Unit Type: Vehicle (fast, skimmer) Wargear: 2 Twin-Linked Heavy Stubbers Special Rules: Scout Forward Observer

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HEAVY SUPPORT Insurgent Tank Hunters Neutral


WS Insurgent 3 BS 2 S 3 T 3 W 1

60 Points

HEAVY SUPPORT Options:


May have up to five additional Insurgents at: 12 Points Each The squad may choose a single Insurgent Training for 25 points.

I 3

A 1

Ld 5

Sv 6+

Composition: 5 Insurgents Unit Type: Infantry Wargear: PRL Autopistol Improvised Armour Special Rules: Tank Hunters Manpower Points (+1) Insurgent Low Ammo

Thummper Battery Neutral


WS Battery 3 BS 2 S 3 T 3 W 2

90 Points

Options:
None

I 3

A 1

Ld 5

Sv 6+

Composition: 3 Thummper MKII Batteries Unit Type: Artillery Wargear: Thummper MKII

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.

HEAVY SUPPORT Modified Technical Squadron Neutral


BS 2

HEAVY SUPPORT 75 Points Each Options:


Any Modified Technical may exchange its Heavy Stubber with a: -Twin-Linked Heavy Flamer Free -Twin-Linked Autocannon 15 Points -Twin-Linked Lascannon 30 Points Any Modified Technical may take any of the following: -Boosters 10 Points -Enclosed Crew Compartment 10 Points -Extra Armour 10 Points -Riding Shotgun 5 Points -Self Destruct 15 Points -Smoke Launchers 5 Points -Trained Crew 10 Points

Modified Technical

FA 11

SA 10

RA 9

Composition: 1 3 Modified Technicals Unit Type: Vehicle(open-topped, tank) Wargear: Stubb Cannon Twin-Linked Heavy Stubber Special Rules: Squadron

Improvised Explosive Mine Neutral Composition:


May Place up to 3 Mines. Special Rules: Mine!

40 Points Each Options:


None

This WiP Codex is property of the Boot Camp Imperial Guard Forums [http://z4.invisionfree.com/Boot_Camp] and its key author Bryan Lang.