Imperial Guard: Task Force Manual

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Warhammer 40,000: Close Quarters

Task Force Manual:


Imperial Guard
Express Version

Unit Roster:

Guardsman – 60 Points:
WS BS S T W I A V CS Ld Sv Ft AP
3 4+ 3 3 1 3 1 3 2 7 5+ 7 3

Standard Equipment: Lasgun

Optional Weapons:
• Bayonet – 5 Points
• Warknife – 10 Points
• Explosive Grenades – 10 Points
• Meltagun – 55 Points
• Plasma gun – 75 Points
• Grenade launcher – 45 Points
• Flamer – 35 Points
• Lascannon – 85 Points
• Heavy Bolter – 70 Points
• Missle launcher – 80 Points

Stances:
• Stand
• Crouch
• Crawl

Task Force Manual: Imperial Guard


Warhammer 40,000: Close Quarters

Storm Trooper – 95 Points:


WS BS S T W I A V CS Ld Sv AP
3 4 3 3 1 3 1 3 2 7 4+ 4

Standard Equipment: Hellgun

Optional Weapons:
• Bayonet – 5 Points
• Warknife – 10 Points
• Explosive Grenades – 10 Points
• Meltagun – 60 Points
• Plasma gun – 80 Points
• Flamer – 40 Points
• Grenade Launcher – 50 Points

Stances:
• Stand
• Crouch
• Crawl
• Stealth

Task Force Manual: Imperial Guard


Warhammer 40,000: Close Quarters

Armory:

Name Accuracy Strength AP Rate of Fire Ammo Type


Lasgun 24” 3 - Auto 2 Carbine
Hellgun 24” 3 5 Auto 2 Carbine
Assault
Meltagun 12” 8 1 Single 1
Weapon
Plasma Gun 24” 7 2 Burst 2 Carbine
Assault
Flamer 12” 4 5 Single 1
Weapon
Grenade Assault
24” - - Single 1
launcher Weapon
Heavy
Lascannon 48” 9 2 Single 1
Weapon
Heavy Heavy
36” 5 4 Auto 3
Bolter Weapon
Missile 48” 8 3 Single 1
Heavy
launcher
Weapon
(Krak)
Missile 48” 4 5 Single 1
Heavy
launcher
Weapon
(Frag)

Bayonet:
Bayonets are sharp, long knives which can be can be incorporated on Hellguns and Lasguns,
allowing the user to wield them as if they were melee weapons as well as guns. Units using
bayonets add +1 to their Attacks when using a Hellgun or a Lasgun.

Explosive Grenade:
Explosive Grenades are bombs that are suited for being thrown at the enemy. An Explosive
Grenade has a range of 6” and Scat2D6”. Place a marker where you wish for the grenade to
land, roll a Scat1D6”-X test to see if it strays. Friendly and hostile units within 3” of the
grenade suffer a wound on a Stat(4)/(T) test. Units may attempt to negate the damage by
doing a Limit(Sv) test. To throw a grenade, the unit must spend an Action Point.

Task Force Manual: Imperial Guard


Warhammer 40,000: Close Quarters

Flamer:
Flamers are essentially light hand-held flamethrowers which are relatively easy to use in the
field and less dangerous for the user in comparison to the Heavy Flamer. Units using flamers
may place a flamer template anywhere within line of sight, with the cone pointing at the user.
If the user passes a Limit(BS) test, every unit under the flamer template count as being hit by
the flamer. If the user fails the Limit(BS) test, every unit below the flamer template is hit on a
Limit4+ test. Proceed then as normal with armour saves and inflicting wounds using the
information in the weapon's stat-line.

Grenade launcher:
Grenade launchers are tactical small arms used to launch various grenade types further then
a person can throw. Units using grenade launchers may place a grenade marker anywhere
within line of sight by passing a Limit(BS) test. If successful, the grenade moves Scat1D6”+X,
but if failed, it moves Scat2D6”+X.

Missile launcher:
The missile launcher can be loaded with two different types of rockets. The player may
declare which type the unit starts out with. To change the rocket type, the unit must spend an
Action Point to reload the weapon. The frag rockets explode on impact and thus every unit
within 4” of the explosion is hit by it on successful Limit4+ test. Units using a missile launcher
may target either units or place a marker on the table which represents the impact site of the
rocket, but they must still roll to hit with a Limit(BS) test.

Plasma gun:
Plasma guns are powerful weapons that fire lethal energy blasts in the direction of the enemy.
However, due to frequent cooling problems, plasma guns sometimes go unstable. To prevent
the weapon for overheating, the player must pass a Limit2+ test if the weapon fired on Single
or Limit3+ if it fired on Burst. If the test fails, the unit must take a Limit(Sv) test, and if it fails,
the unit suffers a wound.

Warknife:
Some regiments in the Imperial Guard choose to equip themselves with long knives which
are generally quite helpful in combat and in peace time as a tool. A warknife counts as a one-
handed melee weapon.

Task Force Manual: Imperial Guard

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