RED ELF
IMPERIAL GUARD ARMOURY

A character may carry up to two weapons but only one of these may be a two-handed weapon. Within these limits, a character may add to or replace any weapons he already has with weapons from the Armoury. Each model may take up to 50 points worth of wargear but no item more than once. Wargear and weapons must be represented on the model. Full rules for wargear can be found on pages 8-9 of Codex: Imperial Guard.

SINGLE-HANDED WEAPONS

Bolt pistol = 3 pts
Close combat weapon = 1 pt
Hellpistol = 2 pts
Laspistol = pt
Plasma pistol = 10 pts
Power fist* = 15 pts
Power weapon* = 10 pts

TWO-HANDED WEAPONS

Bolter = 2 pts
Combi-weapons*

Bolter-flamer = 10 pts
Bolter-grenade launcher = 10 pts
Bolter-meltagun = 15 pts
Bolter-plasma gun = 15 pts
Lasgun = 1 pt
Shotgun = 1 pt
Storm bolter* = 5 pts WARGEAR

Bionics = 5 pts
Carapace armour = 5 pts
Frag grenades = 1 pt
Holy relic (Commissars only, no more than one per army) = 30 pts
Krak grenades = 2 pts
Master-crafted weapon* = 15 pts
Melta bombs = 5 pts
Refractor field* = 15 pts
Scanner = 2 pts
Targeter = 1 pt
Trademark item = 5 pts

* = Officers & Commissars only.

VEHICLE UPGRADES

Some Imperial Guard vehicles may be fitted with the following equipment (see the entry for the vehicle in the army list for details). Any upgrades taken must be shown on the model. No duplicates may be chosen for the same vehicle.

Armoured crew compartment = 20 pts
Camo netting = 1 pt
Crew escape mechanism = 10 pts
Extra armour = 5 pts
Hunter-killer missile = 10 pts
Improved comms (One vehicle only) = 20 pts
Mine sweeper = 5 pts
Pintle-mounted storm bolter = 10 pts
Rough terrain modification = 5 pts
Searchlight = 1 pt
Smoke launchers = 3 pts
Track guards = 10 pts