Minervan Tank Legion Imperial Guard Army List
The enemy before you is no differnet than any other we have faced. Trust in the Emperor, hold the line, and guard yourself against weakness. They will break upon our wall of steel like waves against a cliff, and then we will punish them without mercy.
Forces
The Minervan Tank Legion Imperial Guard Army List uses the datasheets from the Minervan Tank Legion Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.
Using The Army List
The following army list allows you to field an Imperial Guard army that is based on an Minervan Tank Legion regiment. It can also be used as a stand in
army list for other armoured Imperial Guard regiments, such as the Dniepr Tank Corps, Konig Armoured or Teutonian Heavy Tank, among many others.
Minervan Tank Legion formations come in two types: companies and support formations. Each company you include in the army allows you to field any two support formations. Although you can only take a support formation if you first take a company, they are treated as separate independent formations during a battle and do not have to move around together.
In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company. Upgrades are added to the company and are not a separate formation. Support formations may not be given company upgrades. Each upgrade that is taken adds to the cost of the company, as shown on the upgrade chart. Note that you may take any type of upgrade for any type of company.
Tank companies and squadrons may be comprised of different Leman Russ variants. The number of variants is listed in the units
column. The variants themselves are listed in the Leman Russ variant and Leman Russ rare variant charts. Each variant taken adds to the cost of the formation or upgrade and no more than one in five Leman Russ variants may be rare per formation.
Minervan Tank Legion Imperial Guard armies may be supported by Imperial Navy assets and Titan Legion battlegroups. A maximum of up to a third of the points available to the army may be spent on these formations.
Special Rules
The Commissars rule applies to Minervan Tank Legion Imperial Guard armies (see Commissars).
Amphibious
The Armoured Legions of Minerva are able to convert many of their vehicles on the fly for amphibious use. For every 1,000 points one Tank Company may be designated as amphibious before being set up on the table. Amphibious companies count marshes as No Effect
and river as Dangerous
.
Commissars
An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points.
Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may not add a Commissar to an Imperial Ally formation. If you have more Commissars than formations any excess is lost.
Minervan Tank Legion Imperial Guard Army List
Minervan Tank Legion Imperial Guard armies have a strategy rating of 2. Titan Legion battlegroup formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
Formation | Units | Cost |
---|---|---|
Artillery Company | Any nine of the following units: Basilisk, Manticore | 550 points |
Super-heavy Tank Company | Any three of the following units: Baneblade, Shadowsword, Stormblade, Stormhammer, Stormsword | 500 points |
Tank Company | Any six Leman Russ variants | 280 points |
(Add any four Leman Russ variants) | (+145 points) |
(Up to three company upgrades may be taken once per company.) | ||
Upgrade | Units | Cost |
---|---|---|
Flak | Add up to two Hydra | +50 points each |
Griffon Battery | Add three Griffons | +50 points |
Hellhound Squadron | Add up to three Hellhounds | +25 points each |
Salamander Command | Add one Salamander Command | +25 points |
0–1 Supreme Commander | Add one Supreme Commander character to any unit in the formation | +75 points |
Tank Squadron | Add any three Leman Russ variants | +140 points |
(Any two support formations may be fielded per each company.) | |||
Formation | Units | Cost | |
---|---|---|---|
Artillery Battery | Three Bombards or Manticores | 250 points | |
Assault Gun Battery | Three Medusas | 150 points | |
(add three Medusas) | (+100 points) | ||
Basilisk Battery | Three Basilisks | 225 points | |
0–1 Deathstrike Battery | Two Deathstrikes | 200 points | |
Destroyer Squadron | Three Destroyer Tank Hunters | 200 points | |
Flak Battery | Three Hydras | 150 points | |
Griffon Battery | Six Griffons | 200 points | |
Hellhound Platoon | Six Hellhounds | 250 points | |
Mechanised Platoon | Ten Infantry units and five Chimera | 300 points | |
(add one Salamander Command) | (+25 points) | ||
Salamander Scout Platoon | Three Salamander Scouts | 100 points | |
(add one Salamander Command) | (+25 points) | ||
Storm Trooper Platoon | Eight Storm Troopers | 200 points | |
(add four Chimera or Valkyries) | (+100 or +150 points) | ||
Super-heavy Tank Platoon | One Baneblade, Shadowsword, Stormblade, Stormhammer or Stormsword | 200 points | |
Vulture Squadron | Four Vultures | 300 points |
Unit | Cost |
---|---|
Leman Russ | +20 points |
Leman Russ Conqueror | +10 points |
Leman Russ Demolisher | +20 points |
Leman Russ Exterminator | +10 points |
Thunderer | Free |
(One in five Leman Russ variants may be rare per formation.) | |
Unit | Cost |
---|---|
Destroyer Tank Hunter | +10 points |
Leman Russ Executioner | +20 points |
Leman Russ Vanquisher | +45 points |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||||||||
|
Minervan Tank Legion Forces
- EA(+1)
- Fearless
- Inspiring
- Leader
- EA(+1)
- Supreme Commander
One unit in every two has an Autocannon.
- Scout
- Ind
- IC
- Ind
- IC
- IC
- Transport
May transport two infantry units without Jump Packs or Mounted. Armed with either a Multilaser, Twin Heavy Bolter or Heavy Flamer.
- Ind
- SS
- TK(D6)
- S
- Reinforced Armour
- Ind
- IC
- Reinforced Armour
- Reinforced Armour
- IC
- Reinforced Armour
- Reinforced Armour
- Reinforced Armour
- Reinforced Armour
- D
- Ind
- Slw
- IC
- IC
- IC
- Commander
- Leader
- Scout
- Scout
- IC
- Reinforced Armour
- Thick Rear Armour
- D
- SS
- Scout
- Skimmer
- Transport
May transport two infantry units without Jump Packs or Mounted.
- SS
- Scout
- Skimmer
- FxF
- IC
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- TK(D3)
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- Slw
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- Damage Capacity 3
- Reinforced Armour
- Thick Rear Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- D
- IC
- IC
- IC
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
Titan Legion Forces
- FwA
- FxF
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- Slw
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FwA
- TK(D3)
- FwA
- FxF
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).