RED ELF
IMPERIAL GUARD
ARMOURED VEHICLES

The Imperial Guard army is not noted for its subtlety, preferring to smash a nut with a sledgehammer if possible. This approach is reflected in the design of their vehicles as well. Tanks of the Imperial Guard are rough, rugged and very adaptable. Below is the list of vehicles available to an Armoured Company Commander.

BASILISK

 

Points Front Armour Side Armour Rear Armour BS
Basilisk
100
12
10
10
3

Type: Tank, open topped.

Crew: Imperial Guard.

Weapons: The Basilisk has an earthshaker artillery gun and hull-mounted heavy bolter.

It may also be equipped with any of the following: armoured crew compartment, camo netting, extra armour, hunter-killer missile, improved comms, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

The Basilisk may be modified to allow it to fire indirectly as described in the special rules below, at a cost of +25 pts.

SPECIAL RULES

Indirect Fire: The earthshaker can fire 'indirectly' at targets it can't see in the same way as a mortar or Whirlwind. Earthshakers that fire indirectly obey the normal earthshaker cannon rules, except that they become Barrage (ie, Guess range) weapons with a range of 36"-240" (see page 84 of the Warhammer 40,000 rulebook). Note that the minimum 'guess' for indirect fire is 36".

CHIMERA

 

Points Front Armour Side Armour Rear Armour BS
Chimera
70
12
10
10
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The Chimera must have one of the following turret weapons: multi-laser at +10 pts; heavy flamer at +10 pts; heavy bolter at +10 pts. It may also have either a heavy bolter or a heavy flamer mounted in its hull at +5 pts.

Options: A Chimera may have any of the following: camo netting, extra armour, hunter-killer missile, improved comms, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

Transport Vehicle: A Chimera can carry up to 12 models (count Ogryns or models in Terminator armour as two models). Independent characters that join a unit with a Chimera may also travel in it.

GRIFFON

 

Points Front Armour Side Armour Rear Armour BS
Griffon
75
12
10
10
3

Type: Tank, open topped.

Crew: Imperial Guard.

Weapons: The Griffon is armed with a heavy mortar and hull-mounted heavy bolter.

A Griffon may have any of the following: armoured crew compartment, camo netting, extra armour, hunter-killer missile, improved comms, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

A Griffon may be armed with siege shells at +5 pts.

SPECIAL RULES

Siege Shells: A Griffon may fire a siege shell instead of a normal round. Siege shells use the smaller Blast template instead of the Ordnance template but are ordnance in all other respects. Roll 2D6+5 when rolling for Armour Penetration for siege shells against bunkers, instead of two D6 and picking the highest. If you're using the rules for buildings from the back of the Warhammer 40,000 rulebook, siege shells affect models inside a building on a 4+ instead of a 6.

HELLHOUND

 

Points Front Armour Side Armour Rear Armour BS
Hellhound
70
12
10
10
3

Type: Tank.

Crew: Imperial Guard.

Weapons: Turret-mounted Inferno Cannon and hull-mounted heavy bolter.

Options: It may have any of the following: camo netting, extra armour, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

SPECIAL RULES

Inferno Cannon: Such is the ferocity of the inferno cannon that any squads who suffer casualties because of it must make an immediate fall back move as if they had failed a Morale test. The unit is not actually broken and does not have to regroup at the start of its next turn.

Move 'n' Shoot: A Hellhound that moves over 6" can shoot in the Shooting phase but only with its Inferno Cannon. If it moves over 6" it can only fire the cannon via a side or rear facing.

Fuel Tanks: The Hellhound's large fuel tanks make it very vulnerable to enemy attacks. All glancing hits, other than effects which always cause glancing hits, are treated as penetrating hits instead.

SALAMANDER SCOUT VEHICLE

 

Points Front Armour Side Armour Rear Armour BS
Salamander
100
12
10
10
3

Type: Tank, open-topped, fast.

Crew: Imperial Guard.

Weapons: The Salamander is armed with an autocannon and a hull-mounted heavy bolter.

Options: A Salamander may have any of the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

SPECIAL RULES

Souped-Up Engines: Because they operate so far in front of the main units, the crews of Salamander Scout vehicles often overcharge the engines of their vehicles in order to make a swift escape should they encounter strong enemy forces. Imperial commanders tend to overlook such breaches of regulation given the dangerous missions lightly equipped scout units often have to perform.

A Salamander Scout Vehicle's souped-up engines make it a fast vehicle.

DESTROYER TANK HUNTER
Points Front Armour Side Armour Rear Armour BS
Destroyer
160
14
12
10
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The Destroyer is armed with a hull-mounted laser destroyer (see the Armoured Company Summary at the start of this army list for statistics).

Options: A Destroyer may have any of the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

LEMAN RUSS BATTLE TANK

 

Points Front Armour Side Armour Rear Armour BS
Battle Tank
140
14
12
10
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The tank is armed with a turret-mounted battle cannon and must have one of the following hull-mounted weapons: lascannon at +15 pts; heavy bolter at +5 pts.

Options: The Leman Russ may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 pts, or a pair of heavy flamers at +10 pts.

The Leman Russ may be equipped with any of the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

LEMAN RUSS VANQUISHER
Points Front Armour Side Armour Rear Armour BS
Vanquisher
175
14
12
10
3

Type: Tank.

Crew: Imperial Guard. Weapons: The Leman Russ Vanquisher is armed with a turret-mounted battle cannon and a co-axial storm bolter (counts as a pintle-mounted storm bolter). In addition, it must have one of the following hull-mounted weapons: lascannon at +15 pts; heavy bolter at +5 pts.

Options: The Vanquisher may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 pts, or a pair of heavy flamers at +10 pts.

The tank may be given any of the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, rough terrain modification, searchlight, track guards, smoke launchers.

SPECIAL RULES

Vanquisher Battle Cannon: This cannon can fire special anti-tank (AT) shells. Declare that you will fire an AT shell before you fire the cannon. AT shells have a range of 72" and a Strength of 8. Don`t use the Ordnance blast template. Instead, roll to hit using the crew's BS. If a hit is scored, roll 2D6 for Armo Penetration and add the scores together.

LEMAN RUSS EXTERMINATOR
Points Front Armour Side Armour Rear Armour BS
Exterminator
120
14
12
10
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The Leman Russ Exterminator is armed with a turret-mounted, twin-linked autocannon. It must also have one of the following hull-mounted weapons: lascannon at +15 pts; heavy bolter at +5 pts.

Options: The Leman Russ Exterminator may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 pts.

It may be given the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

LEMAN RUSS DEMOLISHER

 

Points Front Armour Side Armour Rear Armour BS
Demolisher
140
14
13
11
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The tank is armed with a turret-mounted demolisher cannon and one of the following hull-mounted weapons: lascannon at +15 pts; heavy bolter at +5 pts.

Options: The tank may have two side sponsons armed with a pair of one of the following weapons: heavy bolters at +10 pts; multi-meltas at + 30 pts; plasma cannons at +20 pts; heavy flamers at +10 pts.

It may be given the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.

LEMAN RUSS CONQUEROR
Points Front Armour Side Armour Rear Armour BS
Conquror
145
14
12
11
3

Type: Tank.

Crew: Imperial Guard.

Weapons: The tank is armed with a turret-mounted conqueror cannon and a co-axial storm bolter (counts as a pintle-mounted storm bolter). In addition, it must have one of the following hull-mounted weapons: lascannon at +15 pts; heavy bolter at +5 pts.

Options: The Conqueror may be upgraded with two side sponsons armed with a pair of heavy bolters at +10 pts, or a pair of heavy flamers at +10 pts. The tank may be given any of the following: camo netting, crew escape mechanism, extra armour, hunter-killer missile, improved comms, mine sweeper, rough terrain modification, searchlight, track guards, smoke launchers.

SPECIAL RULES

Conqueror Cannon: The Conqueror replaces the standard turret weapon with a shorter barrelled version of the battle cannon, firing a smaller, less destructive shell. The reduced recoil allows the vehicle to fire whilst on the move, making this Leman Russ variant more mobile when leading an assault.

Range Strength Penetration Shots
Conquerer Cannon
48"
7
4 Heavy 1/Blast