Distinctive in their black and red uniforms, these shock troops are some of the very best troops the Imperial Guard can offer. Trained in all kinds of warfare, these troops are versatile to the extreme. On the 40k battlefield, their role is usually dislodging enemy troops, or if the Imperial Guard army is on the defensive, they are usually kept in reserve until they decide to launch a counterattack when the enemy is at their most vulnerable. They enter battle through a variety of ways: Most of the time, they accompany the main force into battle. However, they also make use of Grav-chutes and drop-pods to achieve maximum suprise.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Spetnatz Storm Troopers | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Spetnatz Sergeant | 4 | 4 | 5 | 3 | 3 | 1 | 4 | 2 | 8 |
A squad consists of 6 Spetnatz storm troopers, plus one Spetnatz Sergeant. The Sergeant carries the same equipment as the rest of the squad.
Weapons & Armour: Spetnatz Storm Troopers wear enhanced flak armour (5+ save, 4+ vs blast markers). Each trooper is equipped with one boltgun, and frag & krak grenades. Any Storm Trooper may swap his boltgun for any weapons in the Special and Assault Weapons lists. For an extra 30 points, you can equip them with blind grenades or meltabombs. You may mobilise the squad in a Chimera for 140 points extra.
Special Rules: You must upgrade the squad to veterans by purchasing one veteran ability for it. Also, you may choose one of two extra ways for the squad to enter battle. If you choose not to have them arrive as reserves or deploy them as normal, you can, for extra points cost, enter them via drop-pods or grav-chutes.
Entry by Drop-pod: 100 pts extra.
Nominate a location on the table that is mostly flat, and has no structures in a 2" radius. On the very beginning of turn 2, the drop pod lands D3 inches away in a random direction. If the drop-pod hits a hard obstacle, such as a concrete building or a stone wall, there is a chance that the passengers may sustain injury. Each model inside takes a S2 hit, no save modifier. once the drop-pod has landed, place a suitable piece of scenery to indicate the drop-pod. The squad may then disembark, and make a normal move, even if it isn't the Imperial Guard players go. The landed drop-pod has an armour value of 15 and counts as hard cover.
Entry by grav-chute: 50 pts extra.
Nominate a location on the table. At the start of turn 1, place one of the squad members on that location, and roll the artillery and scatter dice. If an arrow and a number are rolled, move the model in that direction by the number of inches indicated on the artillery dice. Models may land on roofs, etc. If a model hits a tree, there is a chance it may get stuck, and must roll above it's strength to continue going to the surface. If the roll is failed, it must attempt a roll at the movement phase of it's turn. The enemy may shoot at it as normal. Once one model has been positioned, do the same for all the other models. If squad coherency is broken, Spetnatz Stormtroops may do as they wish, but must end up 4" inches closer to at least one other Spetnatz model at the end of the turn than it was at the start of. If a "Hit" is rolled whether with a "misfire" or a number, the landing is perfect, and the model lands where the player nominated (or as close to if there is another model occupying the spot). If a "Misfire" and an arrow is rolled, the grav-chute has failed close to the ground and the Storm Trooper falls to the ground, sustaining a S4 hit, -2 save modifier. Please note that you cannot nominate a location closer than 8" to your opponents deployment zone.
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