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.
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+.
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) |
(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. |
(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 |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||||||||
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Imperial Guard Forces
- EA(+1)
- MW
- Fearless
- Inspiring
- Leader
- Commander
One unit in every two has an Autocannon.
- EA(+1)
- MW
Counts as two units each for the purposes of being transported.
- EA(+1)
- FS
- Infiltrator
- Mounted
- Scout
- Scout
- Sniper
- Scout
- EA(+1)
- MW
- Supreme Commander
- Scout
- Walker
- Ind
- IC
- Ind
- Transport
May transport two infantry units without Jump Packs or Mounted.
- Ind
- SS
- TK(D6)
- Ind
- IC
- Reinforced Armour
- IC
- Reinforced Armour
- Reinforced Armour
- D
- Ind
- Slw
- 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+.
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).