Imperial Guard Armoury

Source: Codex: Imperial Guard (1999), p. 7

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.

Single-Handed Weapons

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

Two-Handed Weapons

Weapon Points
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

Item Points
Bionics 5 pts
Carapace armour 5 pts
Frag grenades 1 pt
Holy relic (Standard Bearer or 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
Regimental standard (Standard Bearer only**) 20 pts
Scanner 2 pts
Targeter 1 pt
Trademark item 5 pts

*Officers & Commissars only.

**A regimental standard may only be taken by the Standard Bearer of a Command HQ which includes a Colonel.

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.

Upgrade Points
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