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Codex Imperial Armor

 

  1. Characters
  2. Squadron Leaders
  3. Retinue
  4. Personalities
  5. Command Tanks
  6. Battle Tanks
  7. Artillery Companies
  8. Super-Heavy Formations
  9. Titan Groups
  10. Assault Groups
  11. Understanding This List

 Characters:

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You must pick one from the following list:

Warmaster
100
General
90
Commander
80
Colnel
70
Captain
60

TYPE
M
WS
BS
S
T
W
I
A
Ld
SR
Warmaster
4
7
7
4
4
4
8
4
10
3
General
4
6
6
4
4
4
7
4
10
3
Commander
4
6
6
3
3
3
6
3
9
2
Colonel
4
6
6
3
3
3
5
3
9
2
Captain
4
5
5
3
3
2
4
2
8
2
Weapons:  Bolt Pistol and Powersword
Armor:  Carapace Armor(+4)
Wargear: Any additional Wargear from the command section, and up to 3 Wargear cards, Except the General and Warmaster, who may take 4 cards.
Your army's Commander must ride in a command vehicle, purchased from the command vehicle section of the army list. He may take as large a retinue as will fit in his chosen command vehicle, replacing standard crew if desired.

Squadron Leaders:

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Captain 60 Points
Lieutenant 50 Points
TypeMWsBsSTWIALd
Captain455332428
Lieutenant444331418

Weapons:  Las Pistol, Chainsword

Armor: Carapace Armor (+4)
Wargear: Any additional Wargear from the command section, and a single wargear card.
For each squadron you take in your army, you need a squadron commander to lead it. He must ride in a command vehicle, purchased from the command vehicle section of the list. He may take a retinue of up to 4 members, replacing standard crew if desired. A squadron commander's rank may not be greater or equal to the rank of the army commander.

Retinue:

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Veteran 15 Points
Guardsman 10 Points
Tech-Priest 30 Points
Medic 15 Points
 
TypeMWsBsSTWIALd
Veteran444331418
GuardsMan433331317
Tech-Priest444331418
Medic433331317
Weapons:
          Veteran, Guardsman, Medic: Lasgun, Laspistol, frag grenades
          Tech-Priest: Laspistol, Power Axe.
Armor:
          Veteran, Guardsman, Medic: Flak Armor (6+)
          Tech-Priest: Power Armor (3+)
Wargear:
          Veteran: 1 wargear card, and any number of assualt, or special weapons.
          Guardsman: Can take a comm-link for +30 points
          Medic: Has a medi-pack.
          Tech-Priest: Frenzon controller
The retinue may consist of as many of each member as desired, but limited by the commander they serve, or the transport ability of whatever vehicle they ride in. The retinue is considered to be a squad, led by thier commander, and if they disembark from the vehicle for any reason, they do so as a squad, and normal coherency rules apply. The exception to this rule is the Tech-Priest, whom is free to leave the commander for any reason, and act independantly.

Primaris Psyker

TypeMWsBsSTWIALd
Primaris Psyker433341417
Psyker Champion444442417
Psyker Master455443527
Psyker Lord466444638
Weapons: Chainsword, No armor, Up to 1 wargear card.
A retinue may also consist of up to one Psyker, chosen from the list. Note, Pysker masters and lords are only available to the Army Commander. The Pysker Champion is available to either the Army Commander, or the Captain of a Squadron. A Lieutenant may only choose the Primaris Psyker for retinue. The army can contain as many psykers as commanders. The psyker may take up to one wargear card.

Personalities:

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Lord Commander Solar Macharius           105 Points

MWsBsSTWIALd
Macharius4664446410
Bolt pistol, chainsword, carapace armor, 3 wargear cards.
Strategy: D6

Any additional wargear.

Imperial Tank Commander Grumar          +15 Points

MWsBsSTWIALd
Grumar453331417
Flak armor(6+), laspistol.
Grumar may replace the main gunner on any tank you desire. He is a trained veteran from the Imperial Gunnery School, and as such, has incredible aim. He may take no additional wargear of any kind.

Tech-Priest-Magi Arus-Kimpar          50 Points

MWsBsSTWIALd
ArusKimpar444331418
Power armor (3+), Las Pistol, Power Axe.
Arus-Kimpar is a highly specialized tech-priest exceptionally gifted in the art of tank mechanics. He may make two rolls on the repair chart at any time, and take the better of the two rolls. He may take up to 3 wargear cards and any additional wargear.

Command Tanks:

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The following tanks may be taken as command tanks.

Name
Crew
Storage
Cost
 
Leman Russ
5 GuardsMen
0
205 Points
 
Chimera
3 GuardsMen
10 Troops
140 Points
 
Rhino
1 Driver
10 Troops
45 Points
 
Land Raider
3 GuardsMen
10 Troops
200 Points
 
TypeMWsBsSTWIALd
Tank Commander444331317
 
The main gunner may be upgraded to a tank commander for +10 points The entire crew can be upgraded to carpace armor for +3 points per member. Auto-launchers may be added with either frag OR blind grenades at +5 points Frag Defenders may be upgraded from auto-launchers for an additional +5 points.

Battle Tanks:

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Imperial tank squadrons are composed of a squadron lead tank, followed by up to three groups, each consisting of 2-3 tanks. A squadron must have at least 2 groups, each of at least 2 tanks each, led by a command tank. If these requirements are not met, a second tank group cannot be created. The exception to this rule is small armies, which may consist of a group of battle tanks, and a group of artillery tanks, without either meeting the minimums. You may not for example, have 3 squadrons of one group each. If you do not meet the minimums, each squadron may only have one group, and you are limited to two squadrons total.

Name
Crew
Storage
Cost
 
Leman Russ
5 GuardsMen
0
205 Points
 
Chimera
3 GuardsMen
11 Troops
140 Points
 
Rhino
1 GuardsMan
10 Troops
45 Points
 
Land Raider
3 GuardsMen
10 Troops
200 Points
 
Hellhound
3 GuardsMen
0 Troops
165 Points
 
Predator
4 GuardsMen
0 Troops
150 Points
 
Chimerro
3 GuardsMen
11 Troops
200 Points
 
Chimerax
3 GuardsMen
11 Troops
180 Points
 
Chimedon
3 GuardsMen
11 Troops
160 Points
The standard rules for tanks apply, see command tanks for deatils.

Artillery Companies:

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An artillery company consists of a Leman Russ command tank, and up to three groups of three tanks. The same restrictions that apply to the Battle Tanks apply to the Artillery Companies. An artillery compnay may purchase servitors controlling Field Artillery. In which case, artillery pieces must be purchased in a group of three, and be in thier own group. An Artillery Company may have no more than one of it's groups consist of field artillery. Field artillery may be towed into place using any of the other tanks in the company however, servitors are considered to be riding the artillery during towing.

 
Name
Crew
Storage
Cost
 
Leman Russ
5 GuardsMen
0 Troops
205 Points
Griffon
3 GuardsMen
0 Troops
140 Points
 
Vindicator
2 GuardsMen
0 Troops
130 Points
 
Basilisk
3 GuardsMen
0 Troops
175 Points
 
Demolisher
3 GuardsMen
0 Troops
190 Points
 
Gorgon
6 GuardsMen
10 Troops
145 Points
 
Manticore
2 GuardsMen
0 Troops
? Points
 
Deathstrike
2 GuardsMen
0 Troops
? Points
 
Hydra
5 GuardsMen
0 Troops
? Points
The standard rules for tanks apply, see command tanks for deatils.

Super-Heavy Battle Formations:

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An army may only contain a super-heavy battle formation if it contains at least 2 standard squadrons of tanks, and an army commander of rank greater than or equal to a Commander. The formation consists of up to three Super-Heavy Battle Tanks, who act on thier own.

 
Name
Crew
Storage
Cost
 
Baneblade
? GuardsMen
? Troops
? Points
 
Stormhammer
? GuardsMen
? Troops
? Points
 
Stormblade
? GuardsMen
? Troops
? Points
 
Shadowsword
? GuardsMen
? Troops
? Points
The standard rules for tanks apply, see command tanks for deatils. Exception: Coherency: The minimum coherency distance for Super Heavy Battle Tanks is 24".

Titan Groups:

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Just in case you want to field titans, here they are. A titan group may only be purchased for an army consisting of at least one full battle company (9 tanks plus lead) and a full Artillery Company or Super-Heavy Formation. The titan legions will not risk thier titans in situations where they are not fully supported by a large retinue of tanks and artillery. Your army commander must be a Warmaster in order to field anything larger than a Warhound titan. You must have a General in order to field any titans at all. A titan group consists of 1-3 Titans, of any kind, or a single Emperor or Imperator titan. If you want to field a second titan group, you must have an additional Super-Heavy formation to support it, consisting of all three tanks.

Points costs for the titans may be found by consulting the datafaxes, just follow the RULES button in the menubar.

A titan group may contain Warhound, Reaver, Warlord/Emperor or Imperator Titans within the rules above, and conforming to the standard titan rules.

Assault Groups:

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An assault group is a small battery of from 2-5 vehicles of the same, or similar type. For example, an assualt group may not consist of a land speeder and a sentinel, as thier speeds differ greatly. It could however, consist of a bike and two speeders, for example. You must have a Battle Company in order to field an assault group. In addition, one of the vehicles must be piloted by a squadron commander, purchased at the points cost listed in the command section. Assault groups may not take gunner upgrades, as the other tanks. Commanders in an assault group are not allowed a retinue. Guardsmen on bikes may take additional assault weapons if desired.

 
Name
Crew
Cost
 
Sentinel
1 GuardsMan
0 Troops
75 Points
 
Land Speeder
2 GuardsMen
0 Troops
90 Points
 
Bike w/ Guardsman
1 GuardsMan
0 Troops
30 Points
 

All crew are standard imperial guardsmen troopers.

 

Understanding this list:

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Points costs for wargear, and Field Artillery may be found at the bottom of the Imperial Guard Codex. They are the same for Imperial Armor, so have not been repeated.

The structure of an Imperial Armor Segment is very simple. At the bare minimum, it consists of a Commander Tank leading a Battle Company. The Commander Tank may lead either a Battle Company or an Artillery Company. All other Companies or Groups may be led by a Squadron Commander if neccesary. Groups such as the Super-Heavy Formation, or a Titan Battle Group, are self led. Battle Companies, Assault Groups and Artillery Companies are subject to formation rules. Other groups are either not restricted, or subject to thier own formation rules, such as the Super-Heavy Formation, which is not bound by standard imperial formation.

Formation: A group must keep some sort of cohesion in the fog of war, or risk blowing eachother to bits. A squadron consisting of groups is broken down as follows:

If you wish to blitzkrieg your tanks onto the board, you must do so as a squadron. Individual groups, or members of groups may not be blitzkrieged onto the field. Titans cannot blitzkrieg. Standard rules for barrages apply to tanks held off field. Any Super-Heavy tank or Artillery Tank may fire a barrage. A piece of field artillery cannot fire a barrage. Units with a comm-link can call down barrages per the standard rules in the imperial guard codex.

Allies:

Rules for Standard Allies:

No tanks, vehicles or field artillery of any kind may be taken as an ally. Allies in this army are considered to actually be a portion of the army itself, and tanks will have been organized into thier appropriate groups. Any squads may be carried in tanks with a capacity to carry troops, or fielded on thier own. Standard rules for organization of troops must be met. Imperial guard squads must adhere to the rules for organization, as if they were a separate army. Arbites are an exception, and may field thier Rhinos, Maulers or Bikes as a portion of the appropriate tank company/assault group. Other imperial agents may not use vehicles, but may be mounted in any vehicle which has the capacity to stow them.


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