Imperial Guard kt21
The Astra Militarum, also known as the Imperial Guard in colloquial Low Gothic, is the largest coherent fighting force in the galaxy. They serve as the Imperium of Man's primary combat force and first line of defence from the myriad threats which endanger the existence of the Human race in the 41st Millennium.
It is comprised of countless billions of men and women -- hundreds of thousands of different regiments, supported by a vast array of light and heavy armoured vehicles that provide the Guard's primary offensive punch. The Astra Militarum are usually the first Imperial force to respond to a threat if a world's Planetary Defence Force (PDF) fails to suppress it.
Guardsman
Guardsman Sergeant
APL
2
MV
3⬤
GA
1
DF
3
SV
5+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Laspistol (Rng ⬟) | 4 | 3+ | 2/3 |
Plasma Pistol | |||
- Standard (Rng ⬟, AP1) | 4 | 3+ | 5/6 |
- Supercharge (Rng ⬟, AP2, Hot) | 4 | 3+ | 5/6 |
Chainsword | 4 | 4+ | 3/4 |
Power Weapon (Lethal 5+) | 4 | 4+ | 4/6 |
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, LEADER, GUARDSMAN, GUNNER
Guardsman Comms
APL
2
MV
3⬤
GA
1
DF
3
SV
5+
WND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Lasgun | 4 | 4+ | 2/3 |
Bayonet | 3 | 4+ | 2/3 |
ACTIONS
Signal (1 AP)
ABILITIES
Relay Orders
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, COMMS
Guardsman Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
5+
WND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Flamer (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Grenade Launcher | |||
- Frag (Blast ⬤, No Overwatch) | 4 | 4+ | 2/4 |
- Krak (AP1) | 4 | 4+ | 4/5 |
Meltagun (Rng ⬟, AP2, MW4) | 4 | 4+ | 6/3 |
Plasma Gun | |||
- Standard (AP1) | 4 | 4+ | 5/6 |
- Supercharge (AP2, Hot) | 4 | 4+ | 5/6 |
Sniper Rifle (Heavy, Silent, MW1) | 4 | 3+ | 3/3 |
Bayonet | 3 | 4+ | 2/3 |
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, GUNNER
Guardsman Trooper
APL
2
MV
3⬤
GA
2
DF
3
SV
5+
WND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Lasgun | 4 | 4+ | 2/3 |
Bayonet | 3 | 4+ | 2/3 |
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, GUARDSMAN, TROOPER
Tempestus Scions
Tempestor
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 2+ | 3/4 |
Hot-Shot Lastpistol (Rng ⬟) | 4 | 2+ | 3/4 |
Plasma Pistol | |||
- Standard (Rng ⬟, AP1) | 4 | 2+ | 5/6 |
- Supercharge (Rng ⬟, AP2, Hot) | 4 | 2+ | 5/6 |
Chainsword | 4 | 3+ | 3/4 |
Power Fist (Brutal) | 4 | 4+ | 5/7 |
Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
ABILITIES
Accomplished Leader
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, LEADER, TEMPESTUS SCION, TEMPESTOR
Tempestus Scion Comms
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 3+ | 3/4 |
Gun Butt | 3 | 3+ | 2/3 |
ACTIONS
Signal (1 AP)
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, TROOPER
Tempestus Scion Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Flamer (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Grenade Launcher | |||
- Frag (Blast ⬤, No Overwatch) | 4 | 3+ | 2/4 |
- Krak (AP1) | 4 | 3+ | 4/5 |
Hot-Shot Volley Gun (Fus, P1) | 5 | 3+ | 3/4 |
Meltagun (Rng ⬟, AP2, MW4) | 4 | 3+ | 6/3 |
Plasma Gun | |||
- Standard (AP1) | 4 | 3+ | 5/6 |
- Supercharge (AP2, Hot) | 4 | 3+ | 5/6 |
Gun Butt | 3 | 3+ | 2/3 |
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, GUNNER
Tempestus Scion Trooper
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 3+ | 3/4 |
Gun Butt | 3 | 3+ | 2/3 |
IMPERIAL GUARD, IMPERIUM, ASTRA MILITARUM, <TEMPESTUS REGIMENT>, TEMPESTUS SCION, TROOPER
Strategic Ploys
Fix Bayonets!
Guardsman Order: Each time you use a Guardsman Order, all friendly TEMPESTUS SCION operatives in the kill zone and all friendly GUARDSMAN operatives within ⬟ and Visible to a friendly IMPERIAL GUARD LEADER operative are issued that Guardsman Order.
Move! Move! Move!
Guardsman Order: Each time you use a Guardsman Order, all friendly TEMPESTUS SCION operatives in the kill zone and all friendly GUARDSMAN operatives within ⬟ and Visible to a friendly IMPERIAL GUARD LEADER operative are issued that Guardsman Order.
Special Forces
Guardsman Order: Each time you use a Guardsman Order, all friendly TEMPESTUS SCION operatives in the kill zone and all friendly GUARDSMAN operatives within ⬟ and Visible to a friendly IMPERIAL GUARD LEADER operative are issued that Guardsman Order.
Take Aim!
Guardsman Order: Each time you use a Guardsman Order, all friendly TEMPESTUS SCION operatives in the kill zone and all friendly GUARDSMAN operatives within ⬟ and Visible to a friendly IMPERIAL GUARD LEADER operative are issued that Guardsman Order.
Take Cover!
Guardsman Order: Each time you use a Guardsman Order, all friendly TEMPESTUS SCION operatives in the kill zone and all friendly GUARDSMAN operatives within ⬟ and Visible to a friendly IMPERIAL GUARD LEADER operative are issued that Guardsman Order.
Firefight Ploys
Bring It Down!
Equipment
Carapace Armour
Frag Grenade*
Name | A | BS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Lim, Blast ⬤, Indirect |
Krak Grenade*
Name | A | BS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, Lim, AP1, Indirect |
MediKit
MediKit (1 AP): Select one friendly IMPERIAL GUARD operative within ▲ 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
Regimental Standard
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. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).avg
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 IMPERIAL GUARD operative with the same
Scion Blade
Name | A | WS | D |
---|---|---|---|
Scion Blade | 3 | 3+ | 3/4 |
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.