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, a captain may take up to 100 points worth of wargear, but no item may be taken more than once. All wargear must be represented on the model.
Single-Handed Weapons
| Item | Cost |
|---|---|
| Bolt pistol | 1 pt |
| Close combat weapon | 1 pt |
| Plasma pistol | 10 pts |
| 'Chainsaws' | 20 pts |
| Power weapon* | 5 pts |
Two-Handed Weapons
| Item | Cost |
|---|---|
| Lasgun + fragmentation grenade launcher | 3 pts |
| Bolter | 2 pts |
| Shotgun | 1 pt |
Wargear
| Item | Cost |
|---|---|
| Bionics | 5 pts |
| Frag grenades | 1 pt |
| Krak grenades | 2 pts |
| Holy relic | 30 pts |
| Honorifica Imperialis (one per army) | 25 pts |
| Macharian Cross* | 20 pts |
| Master-crafted weapon | 15 pts |
| Medallion Crimson | 15 pts |
| Melta bombs | 5 pts |
| Refractor field* | 15 pts |
| Scanner | 2 pts |
| Trademark item* | 10 pts |
* Officers & Commissars only.
Aircraft Upgrades
A character may take up to the following equipment (see the entry for the aircraft in the Imperial Armour volume 1 for details). No duplicates may be chosen for the same aircraft.
| Item | Cost |
|---|---|
| Ejector seats for Manta / destruction | 20 pts |
| Ejector seats for all other aircraft | 10 pts |
| Flare or chaff launcher | 5 pts |
| Armoured cockpit | 20 pts |
| Infra-red targeting | 10 pts |
| Intra laser | 3 pts |
| Distinctive paint scheme or decals | 10 pts |
Wargear Rules
These rules describe how the specialised Imperial Guard equipment above works in the Warhammer 40,000 rulebook, and supersede those in the core rulebook. Items not listed here function as described in the Warhammer 40,000 rulebook. All wargear chosen must be represented on the model.
Bionics: Bionics allow an Imperial Guard character that has suffered a crippling injury to return to service but they do not improve his abilities in any way.
However, there is a chance that an attack will damage a bionic part rather than doing any real harm. To represent this, if a model with bionics is hit, instead of removing it place it on its side. Roll a D6 at the start of the next turn: on a roll of 6 the model is stood back up with 1 wound but on any other roll it is removed as a casualty.
Demolition Charge: A model armed with a demolition charge may use it in the Shooting phase instead of making its normal shooting attack. Demo charges have a range of 6". The attack is treated in the same way as an ordnance attack, except that the model throwing the charge can move on the turn that he throws it. Place the large template blast marker as you would normally and then roll to see if the charge scatters (due to its short range the charge is almost as dangerous to the user as it is to the target!).
Demo charges are one shot weapons.
| Range | Str | AP | Type | Notes |
|---|---|---|---|---|
| 6" | 8 | 2 | Ordnance, Blast | Single shot |
Auxiliary Krak Grenade Launcher: A single shot grenade launcher mounted under the barrel of a lasgun. Loaded with a krak grenade and used as a squad close support weapon against hard targets and light vehicles. A model may fire either its lasgun or grenade launcher, not both.
| Range | Str | AP | Type | Notes |
|---|---|---|---|---|
| 12" | 6 | 4 | Assault 1 | Single shot |
Vox-Caster: Communications between Imperial Guard units on the battlefield are dealt with by troopers trained to use special vox-caster or comm-link.
If a Command HQ or Command section has a vox-caster, then one squad per turn that also has a vox-caster may use the Leadership value of the officer, no matter where they are located on the battlefield (ie, they don't have to be within 12" of the officer as would normally be the case). You may choose to use the vox-caster at any time (eg, when an eligible squad is about to take a Leadership test or if the Command unit is in reserve).
Hellguns & Hellpistols: Hellguns use a very advanced form of lasgun that utilises a high energy laser beam. In game terms, they are treated as a las weapon of the same type, except that their AP value is 5 rather than '-'.
Holy Relic: A model bearing a holy relic may reveal it once per battle. This may be done at any time, as long as the model with the relic does not move on the turn it is shown.
On the turn the relic is revealed, all Imperial Guardsmen that are within 2D6" get a +1 attack bonus for the rest of that turn. The relic may be revealed in an opposing player's turn if you wish.
Honorifica Imperialis: Whatever the original status of the bearer he will use the same profile as a Heroic Captain. He will not become an independent character or an officer as a result but will continue in his role, albeit with better characteristics.
Macharian Cross: After deployment is complete (including deploying infiltrators and moving scouts), but before determining who has the first turn, any single Infantry squad within 6" of the officer may redeploy up to 12", but must abide by the mission's deployment zones and rules.
Master-Crafted Weapons: A master-crafted weapon follows the normal rules for the weapon except that it allows one failed to hit roll per turn to be re-rolled. Such a modified weapon must be taken as an upgrade for a weapon already carried by a model and must be represented by a suitably ornate weapon on the model itself. A grenade cannot be master-crafted.
The upgrade cost of 15 points is added to the normal cost of the weapon but only the upgrade cost is taken against the 50 points limit on wargear taken by a model (so a master-crafted power weapon costs 25 points but counts as only 15 points against a character's 50 points wargear limit).
Medallion Crimson: The first time the bearer is wounded by an attack that causes instant death, he just takes a single wound instead.
Medi-Pack: Medi-packs allow a unit with a medic to ignore the first failed Saving throw it rolls in every turn. The medi-pack may not be used on a model that suffers Instant Death or has been hit by a close combat attack that allows no Armour Save. A medi-pack may not be used if the medic is in base contact with an enemy model.
Power Fist: Wreathed in a crackling energy field a power fist doubles the user's strength (up to a maximum of 10) and a model armed with a power fist ignores Armour Saves. Attacks with a power fist are always delivered at Initiative 1.
Power Weapons: A model armed with a power weapon ignores Armour Saves.
Refractor Field: This piece of equipment produces an energy field that gives the model a 5+ Invulnerable Save. This may be used instead of the model's normal Armour Save.
Surveyor: A surveyor (also known as an auspex or scanner) is used to detect hidden enemy troops. If enemy infiltrators set up within 4D6" of a model with a scanner then the model is allowed to take a 'free shot' at them (or sound the alarm in a Raid scenario). If the model is part of a unit, the whole unit may shoot. These shots are taken before the battle begins and may cause the infiltrators to fall back.
Trademark Item: A unit led by a character who carries a trademark item will be reassured by his presence and may re-roll any failed Morale or Pinning checks that it suffers. However, if the character is slain the unit must pass a Morale test to avoid falling back.