Imperial Forces Specialist Squads
Penal Legion Squad – Troops (Imperial Guard or Inquisitor only)
The Penal Legions are drawn
from Imperial Guard and planetary defense force troops who have committed capitol
crimes, and had their sentences commuted to life service. There are a great many capitol crimes, so the
supply of potential troops for the Legions is never-ending. New troops have their heads shaved and
tattooed with the unit insignia, and explosive slave-collars are put around
their necks. The collars are a
disciplinary device rather than a means of turning the troops into human bombs
– the blast is directed inwards, and will have little effect on anyone standing
even a few feet away. The collars are
controlled by an experienced sergeant of the Guard called the Controller, and
are detonated sparingly, when discipline needs to be enforced without
destroying the troops’ morale. Penal
Legions are part of the regular fighting force of the Imperial Guard, and a
commander who regards Legion troops merely as cannon-fodder and uses them
wastefully is liable to end up in a Penal Legion himself.
|
Penal Legion |
||||||||||
|
|
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Prisoner |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
- |
|
Controller |
10 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
5+ |
|
K-9 Cyber Mastiff |
6 |
3 |
0 |
3 |
3 |
1 |
3 |
2 |
8 |
6+ |
Unit Size: The Penal Legion squad consists of 4-19 Prisoners and one Controller.
Weapons: Prisoners are equipped immediately before being sent into battle with a standard lasgun. Although many are also armed with shivs and other makeshift weapons, these do not have enough impact on the field of battle to count as anything more than a default close combat weapon. The Controller is equipped with a laspistol and close combat weapon. K-9 Cyber Mastiffs are armed only with teeth.
Options: Up to four K-9 Cyber Mastiffs may be included in the unit to encourage the prisoners to redeem themselves in the Emperor’s eyes.
Character: The Controller may choose up to 50 points from the Imperial Guard Armory. He does not count as an Officer for Officer-only equipment.
No Chimera: Penal Legions may never be transported in a Chimera, nor have one attached to the unit.
SPECIAL RULES
Mob Rule: Prisoners are not cooperative or willing soldiers, and will always use their own leadership rather than that of the Controller. To keep them in line in the army’s base camp, you must have as many units of regular guardsmen (either part of a standard Imperial Guard Platoon or an Armored Fist squad) as you have Penal Legion squads.
Explosive Collars: Prisoners are fitted with heavy bomb collars around their necks. If a penal legion squad fails a morale or pinning test, the Controller will re-establish control of the unit by immediately detonating the collars of D6 prisoners, killing them. The shock of seeing so many people’s heads explode can do wonders for morale, and the squad will count as having made the morale/pinning test.
K-9 Cyber Mastiffs: Trained in a similar fashion to the sheepdogs of Ancient Terra, K-9s are used to encourage Prisoners to redeem themselves in battle. Each K-9 that is part of the Penal Legion squad gives a +1 bonus to any morale checks the squad is required to make.
Penal Legion Squad, Redeemed (Human Bombs) – 0-1 Elites (Imperial Guard or Inquisitor only)
The troops sentenced to
service in the Penal Legions are there for life, and must live under a
tremendous burden of guilt; for not only have they committed crimes, but in so
doing that they have betrayed the Emperor.
However, the Emperor in his mercy has ordained that Penal Legion troops
should have the opportunity to repent and atone for their crimes – hence, the
human bombs. Any Penal Legion trooper
may volunteer for service as a human bomb.
In addition to his normal equipment, he is fitted with an explosive
harness. The moment he dons the harness,
he is absolved by the Emperor and the burden of his guilt is lifted. He also has a chance of freedom, for some of
the harnesses are rigged not to explode – if he survives the battle, he is
absolved and free.
|
Penal Legion, Redeemed Sinners (Human Bomb) |
||||||||||
|
|
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Penitent |
20 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
10 |
- |
|
Commissar |
40 |
4 |
4 |
3 |
3 |
2 |
4 |
3 |
10 |
5+ |
Unit Size: The Redeemed Sinners squad consists of 1-5 penitents and a Commissar.
Weapons: Penitents are armed only with their explosive harnesses. The Commissar is armed with a laspistol and close combat weapon.
Character: The Commissar may be given additional equipment from the Imperial Guard Armory.
No Chimera: Human bombs may never be transported in a Chimera due to the driver’s mistrust of the mix of Penal Legion troopers and high explosives.
SPECIAL RULES
Truly Repentant: Only those of the Penal Legion that are truly repentant will volunteer for this duty; very few do so. As such, you may only include one Redeemed Sinners squad in your force, and only if you also have a standard Penal Legion squad in your army.
Commissar: The commissar directs the human bombs to the enemy so that they may absolve themselves in the eyes of the Emperor. The commissar will notify the penitents when it is time, and will send the penitents forward on their own at the beginning of his movement phase. The commissar then becomes an independent character who must attempt to get within coherency and join the nearest Imperial Guard unit (ignore Hardened Veterans, Ratlings, Sentinals, Rough Riders and all vehicles for choosing the closest unit).
Fearless: Human bombs have no fear, as they have seen the righteousness of the Emperor. Human bombs never fall back, even if attacked by a weapon that would normally make the enemy fall back without a Morale check, and cannot be pinned. While the commissar is part of the squad, he is fearless (once he releases the squad to attack, he reverts to using normal Morale rules).
The Emperor’s Absolution: Such is the redeemed sinner’s faith he will expend tremendous effort to get into grips with the enemy and destroy them. Human bombs count as having fleet of foot on the turn that the commissar sends them to attack (the commissar cannot fleet of foot).
Bomb Harness: Each human bomb has an explosive pack fitted to his chest. These explosives are rather unstable; if a human bomb dies for any reason, his harness will explode on a D6 roll of 6. A human bomb explodes his harness in the assault phase as if using a grenade (only one attack can be made, regardless of any other factors). On double the human bomb’s initiative (6), roll a D6; on a 2+ the harness goes off; on a 1, the harness was a dud, and the redeemed sinner may leave the battlefield with a light heart. Regardless of the result, remove the figure as a casualty. If a human bomb’s harness explodes, place the Ordnance Blast marker over the human bomb.
Weapon Range Str AP Notes .
Bomb Harness 0”
(Assault) 8
2 Ordnance,
grenade
Jammer Squad – 0-1 Elites (Imperial Guard only)
Specialists in
communications, Jammer Squads are sent to intercept and monitor enemy
transmissions. Under certain
circumstances, they can also supply the enemy with false information; usually,
though, they either silently watch transmissions and report on them, or blanket
an area by jamming all frequencies, preventing the enemy from communicating
reliably.
|
Jammer Squad |
||||||||||
|
|
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Guardsman |
- |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
Led by Sergeant |
90 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5+ |
|
Upgrade to Vet. Sergeant |
+10 |
3 |
3 |
3 |
3 |
1 |
3 |
2 |
8 |
5+ |
Unit Size: The squad consists of one Sergeant and nine Imperial Guardsmen.
Weapons: Lasguns. The Sergeant may exchange his lasgun for a laspistol and close combat weapon at no extra cost.
Options: Up to one model can have one of the following: flamer at +3 pts; meltagun at +8 pts; plasma gun at +8 pts; grenade launcher at +8 pts. One model carries a comm-link.
Character: The Sergeant may be upgraded to a Veteran Sergeant for an additional +10 pts. The Veteran Sergeant may choose additional equipment from the Imperial Guard Armory.
Transport: The Jammer Squad may be transported in a modified Chimera, with improved communications equipment, for 90 points. The Chimera is has the same weapon options and requirements as the standard Chimera transport.
SPECIAL RULES
Intercepting Transmissions: Jammer squads are adept at two things: monitoring enemy transmissions, and sneaking in close to insert transmissions of their own. In a game where the reserve scenario rule is in effect, you may force your opponent to re-roll one reserve die per turn. In games where you set up units on the table, you may redeploy one of your squads after all setup is complete, as long as its new setup position still obeys the setup rules.
Jammer Chimera: The Jammer Chimera automatically has improved comms, and may have any of the following: camo netting, pintle-mounted storm bolter, rough terrain modification, searchlight, smoke launchers.
Heavy-Worlder Exo-Suit Squad – 0-1 Heavy (Imperial Guard or Inquisitor only)
Heavy worlders, often called
Squats, use their exo-suits to operate in extremely dangerous environments,
ranging from open space to the molten core of the planets they live on. Developed to aid in the pursuit of the heavy
metals needed to build the best alloys for tanks and starship hulls, these
suits are oft-times kitted out with small-arms weaponry to discourage predators
from interrupting their work.
Occasionally, an Inquisitor or Guard commander will be able to use them
on the battle field.
|
Heavy-Worlder Exo-Suit Squad |
||||||||||
|
|
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Exo-Suit Trooper |
30 |
3 |
3 |
3(6) |
3 |
1 |
3 |
1 |
8 |
2+/5+ |
|
Exo-Suit Sergeant |
30 |
3 |
3 |
3(6) |
3 |
1 |
3 |
1 |
8 |
2+/5+ |
|
Exo-Suit Veteran Sergeant |
+10 |
4 |
3 |
3(6) |
3 |
1 |
3 |
2 |
8 |
2+/5+ |
Unit Size: The squad consists of one Sergeant (or Veteran Sergeant) and between four and nine Exo-Suit Troopers.
Weapons: The squad is armed with bolt pistols and hydraulic power-arms.
Character: The squad may be led by a standard Sergeant or a Veteran Sergeant (not both). A Veteran Sergeant may choose the following additional equipment from the Imperial Guard Armory: any single-handed weapon (including Officer only), any two-handed weapon (except for Combi-weapons), Bionics, Master-crafted weapon, Scanner, Targeter, Trademark Item. The first single-handed weapon may replace either the bolt pistol or the hydraulic power-arm. The second single-handed weapon replaces the other weapon. A two-handed weapon replaces the bolt pistol. As usual, a character may only carry up to two weapons, but only one of these may be a two-handed weapon.
Transport: Exo-Suits are too bulky and heavy to be transported in any non-Super-Heavy vehicle.
SPECIAL RULES
Hydraulic Power-Arms: These power weapons are mounted onto the hydraulic heavy machinery arm, which is usually used with a heavy drill in peace time. With the power weapon, these count as power fists (double strength, strike last). Because they are so cumbersome, if they decide to not use them in a combat round (to strike at normal initiative), they may not take the extra attack for having an extra close combat weapon – the whole arm shuts down.
Stubby Legs: Heavy-Worlders are notorious for being short and stocky, and slow runners even when unburdened. With the exo-suits on, they cannot run at all, and walk at a slow, stately pace. Exo-Suit Troopers and their Sergeant always roll 2D6 for movement, as though in difficult terrain. One advantage to the bulk of the suit is its ability to crush vegetation in the way, though, so it is not penalized any further for actually moving through difficult terrain of any type (even very difficult terrain is ignored). They cannot pass through Impassable terrain, however.
Hydraulic Suspension: Exo-suits count as stable platforms, allowing their bolt pistols to be fired twice in the shooting phase (as if they stood still). If using the new close combat rules, the Exo-Suit Squad may charge a different squad than they fired at in the same turn.
Legio Robotica
Squad – 0-1 Heavy (Imperial Guard, Inquisitor, Space Marines or
Like a Dreadnought, a robot
is the product of the many advanced technologies of the Adeptus Mechanicus
weapon-shops. The designs have remained
virtually unchanged since the time of the Horus Heresy, being both reliable and
(for the most part) incorruptible, but the upkeep of these metal men, and their
lack of adaptation on the battlefield, make it rare to see these monstrosities
in action.
|
Legio Roboticus Squad |
||||||||||
|
|
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Crusader class Robot |
30 |
4 |
4 |
5 |
5 |
1 |
2 |
1 |
10 |
3+/6+ |
|
Colossus class Robot |
50 |
4 |
4 |
6 |
6 |
3 |
2 |
1 |
10 |
3+/6+ |
Unit Size: The Legio Roboticus Squad numbers from 3 to 10 Robots. If the squad contains at least three Crusader class Robots, up to two Colossus class Robots may be added to the squad (to a maximum number of 10 Robots total).
Weapons: Close combat weapon and gun arm. The gun arm must be mounted with one of the following weapon options: flamer at +6 pts; meltagun at +15 pts; plasma gun at +15 pts; grenade launcher at +15 pts; heavy bolter at +10 pts; missile launcher at +15 pts; lascannon at +20 pts; autocannon at +15 pts. Colossus class Robots may also mount their gun arm with the following additional options: second close combat weapon at +5; power weapon at +15 pts; power fist at +25 pts; heavy flamer at +15 pts.
Transport: Robots of any class are too bulky and heavy to be transported in any non-Super-Heavy vehicle.
SPECIAL RULES
Redundant Mechanics: Robots have many redundant systems to keep them functioning on the battlefield; because of this, they receive a 6+ invulnerable save (in a similar way to a character with bionics wargear).
Leadership, Objectives and Victory Points: Though utterly fearless, robots are also incapable of assessing threats very well, or knowing when to withdrawal. The squad is susceptible to most normal leadership checks except as noted in the Orders section. The squad may rally even if below half, and ignore Last Man Standing tests. Robot squads may not be used to claim an objective unless they are commanded (see Commands, below).
Terrain: Robots have a difficult time with most terrain. They move like infantry through rough terrain (normally rolling 2d6 to determine how far they move); if double 1’s are rolled, one of the robots is disabled and suffers a wound with no armor save. If the terrain is very difficult, a single 1 indicates a casualty; if the terrain is fairly easy (3d6), all three dice coming up 1’s indicates a casualty.
Orders: At the beginning of the battle, after determining the mission but before any units are placed on the board, decide on one of the following default set of orders.
Defensive: The robots stand still and fire at the nearest enemy unit. The squad will not move unless commanded (see Commands, below). The squad has a leadership of 10 in all cases except close combat. In close combat, the squad will fight as normal, but will attempt to flee at the first opportunity (they automatically fail their break test).
Offensive: The robots will advance every turn towards the nearest enemy unit until within 12”. They will fire at the closest enemy unit every shooting phase, unless they are obviously out of range (more than 6” beyond their range). Note that since robots are not stable platforms (unlike terminators), they may not fire heavy weapons while moving, and rapid fire weapons and pistols will only have a single shot to 12”. The squad has a leadership of 10 in all cases except close combat. In close combat, the squad will fight and make break tests as normal.
Assault: The squad will advance every turn towards the nearest enemy until within 12”. They will fire at the closest enemy unit every shooting phase, unless they are obviously out of range (more than 6” beyond their range). Once within 12”, they will cease firing their weapons to charge the enemy squad; in every movement phase, they will move towards the nearest squad; in every shooting phase they will move an additional d6 inches towards the nearest squad; if within 6” in the assault phase, they will charge the enemy squad. The squad has a leadership of 10 in all cases except close combat. In close combat, the squad will fight as normal, and counts as Fearless (no break tests).
Covert: The robots will advance every turn towards the nearest cover. Once there, they will move through the cover until they can see the closest squad. Once in position, they will stand and fire at the nearest enemy unit. The squad has a leadership of 10 in all cases except close combat. In close combat, the squad will fight as normal, but will attempt to flee at the first opportunity (they automatically fail their break test).
Commands: Robots may be commanded by any Imperial Guard Officer
(Captain, Colonel, Lieutenant, Veteran Officer), Inquisitor, Space Marine Hero,
Techmarine, Canoness or Celestian Superior.
They must spend the whole turn doing so, and cannot shoot or engage in
close combat (they can move, and the squad they are with can fire). Having the robots commanded allows you to use
them like any other unit (ignoring the Orders that the Robots are set to), and
the Robots count as Fearless until the beginning of your next turn. Robots can be commanded in this way even if
the Robot squad is broken or in close combat.