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Armageddon Steel Legion Imperial Guard Army List

Strike fast and suddenly. Attack without warning. Secure victory before the foe is aware of his danger. Remember always, a war is easily won if your enemy does not know he is fighting.

Lord General Solar Macharius

Forces

The Armageddon Steel Legion Imperial Guard Army List uses the datasheets from the Imperial Guard 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 Armageddon Steel Legion regiment. It can also be used as a stand in army list for other Imperial Guard regiments, such as Cadian Shock Troops, Mordian Iron Guard or Valhallan Ice Warriors, among many others. Note that we have based the number of units in the infantry formations on what will be found in a typical field formation, rather than what is found in a full-strength company when first enlisted.

Steel 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. For example, taking a Steel Legion Tank Company would entitle you to take two formations from the support formation chart. If you decided to take an artillery battery then it and the tank company would operate as two separate formations.

In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company (i.e., an infantry company could have an Ogryn and a Sniper upgrade, but not two Sniper upgrades). 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. For example, if you took a Tank Company and added a mechanised infantry platoon to it as an upgrade, then the cost of the tank company would be 650 + 100 + 75 (for the Chimera) = 825 points. Note that you may take any type of upgrade for any type of company; so, for example, if you want to include a platoon of Leman Russ tanks in an infantry company or snipers in a Tank Company then you may do so.

Armageddon Steel 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.

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.

Armageddon Steel Legion Imperial Guard Army List

Armageddon Steel 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+.

Steel Legion Companies
Formation Units Cost
Artillery Company Any nine of the following units: Basilisk, Manticore 550 points
Infantry Company One Commander unit and twelve Infantry units 250 points
Mechanized Infantry Company One Commander unit, twelve Infantry units and seven Chimera 400 points
0–1 Regimental HQ One Supreme Commander unit, twelve Infantry units and seven Chimera 475 points
Super-heavy Tank Company Any three of the following units: Baneblade, Shadowsword 500 points
Tank Company Ten Leman Russ 650 points
(replace one Leman Russ with a Leman Russ Vanquisher) (Free)
Steel Legion Company Upgrades
(Up to three company upgrades may be taken once per company.)
Upgrade Units Cost
Fire Support Platoon* Add four Support Squad units +100 points
Flak Add one Hydra +50 points
Griffon Battery Add three Griffons +50 points
Hellhound Squadron Add up to three Hellhounds +25 points each
Infantry Platoon* Add six Infantry units +100 points
Ogryns* Add up to two Ogryns +25 points each
Snipers* Add up to two Snipers +25 points each
Tank Squadron Add three Leman Russ or Leman Russ Demolishers +175 points
* These upgrades may add up to one Chimera per each of their units for +25 points each. All infantry units in the formation must be transported in Chimera if any are taken but you may not take more than one Chimera per unit in the formation.
Steel Legion Support Formations
(Any two support formations may be fielded per each company.)
Formation Units Cost
Artillery Battery Three Bombards or Manticores 250 points
Basilisk Battery Three Basilisks 225 points
0–1 Deathstrike Battery Two Deathstrikes 200 points
Flak Battery Three Hydras 150 points
Rough Rider Platoon Six Rough Riders 150 points
Sentinel Squadron Four Sentinels 100 points
Storm Trooper Platoon Eight Storm Troopers 200 points
(add four Chimera or Valkyries) (+100 or +150 points)
Super-heavy Tank Platoon One Baneblade or Shadowsword 200 points
Vulture Squadron Four Vultures 300 points
Imperial Ally Formations
(Up to a third of the points available may be spent on these formations.)
Imperial Navy Assets
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 150 points
0–1 Orbital Support Lunar Class Cruiser or Emperor Class Battleship 150 points
Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warhound One Warhound Class Titan 275 points
Warhound Pack Two Warhound Class Titans 500 points
Warlord One Warlord Class Titan 825 points

Imperial Guard Forces

Commissar CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Inspiring
  • Leader
Commander INF 15cm 6+ 5+ 5+
Autocannon 45cm
AP5+/AT6+
  • Commander
Infantry INF 15cm - 6+ 5+
Autocannon 45cm
AP5+/AT6+
Lasguns (15cm)
Small Arms

One unit in every two has an Autocannon.

Ogryns INF 15cm 3+ 4+ 5+
Ripper Guns (15cm)
Small Arms
Ogryn Combat Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW

Counts as two units each for the purposes of being transported.

Rough Riders INF 20cm 6+ 4+ 6+
Laspistols (15cm)
Small Arms
Power Lances (bc)
Assault Weapons
  • EA(+1)
  • FS
  • Infiltrator
  • Mounted
  • Scout
Snipers INF 15cm - 6+ 5+
Sniper Rifles 30cm
AP5+
  • Scout
  • Sniper
Storm Troopers INF 15cm 5+ 5+ 4+
Plasma Guns 15cm
AP5+/AT5+
  • Scout
Support Squad INF 15cm - 6+ 4+
2× Autocannon 45cm
AP5+/AT6+
Supreme Commander INF 15cm 5+ 4+ 5+
Autocannon 45cm
AP5+/AT6+
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Supreme Commander
Sentinel LV 20cm 6+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
  • Scout
  • Walker
Basilisk AV 20cm 5+ 6+ 5+
Earthshaker 120cm
AP4+/AT4+
or 120cm
1BP
  • Ind
Heavy Bolter 30cm
AP5+
Bombard AV 20cm 6+ 6+ 5+
Siege Mortar 45cm
2BP
  • IC
  • Ind
Heavy Bolter 30cm
AP5+
Chimera AV 30cm 5+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
Heavy Bolter 30cm
AP5+
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Deathstrike AV 20cm 6+ 6+ 5+
Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
Heavy Bolter 30cm
AP5+
Griffon AV 30cm 6+ 6+ 5+
Heavy Mortar 30cm
1BP
  • Ind
Heavy Bolter 30cm
AP5+
Hellhound AV 30cm 4+ 6+ 3+
Inferno Cannon 30cm
AP3+
  • IC
Heavy Bolter 30cm
AP5+
Hydra AV 30cm 6+ 6+ 5+
2× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Heavy Bolter 30cm
AP5+
Leman Russ AV 20cm 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Leman Russ Demolisher AV 20cm 4+ 6+ 3+
Demolisher 30cm
AP3+/AT4+
  • IC
Lascannon 45cm
AT5+
2× Plasma Cannon 30cm
AP5+/AT5+
  • Reinforced Armour
Leman Russ Vanquisher AV 20cm 4+ 6+ 4+
Vanquisher 75cm
AP4+/AT2+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Manticore AV 20cm 6+ 6+ 5+
Rocket Launcher 150cm
2BP
  • D
  • Ind
  • Slw
Heavy Bolter 30cm
AP5+
Valkyrie AV 35cm 5+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
2× Heavy Bolter 30cm
AP5+
2× Rocket Pod 30cm
1BP
  • D
  • SS
  • Scout
  • Skimmer
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Vulture AV 35cm 5+ 6+ 5+
Heavy Bolter 30cm
AP5+
Twin Autocannon 45cm
AP4+/AT5+
2× Hellstrike 120cm
AT2+
  • SS
  • Scout
  • Skimmer
Baneblade WE 15cm 4+ 6+ 4+
Baneblade Battle Cannon 75cm
2× AP3+/AT3+
Autocannon 45cm
AP5+/AT6+
Demolisher 30cm
AP3+/AT4+
  • FxF
  • IC
2× Lascannon 45cm
AT5+
3× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Shadowsword WE 15cm 4+ 6+ 5+
Volcano Cannon 90cm
MW2+
  • FxF
  • TK(D3)
2× Heavy Bolter 30cm
AP5+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • 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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • 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+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • 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).

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