HQ |
Command HQ..................75 points/90 points
Command HQ squads form a vital part of the Special Operations Commandos, coordinating the actions of platoons or companies with the regimental HQ. A Command HQ consists of a Captain or a Colonel and four troopers. These troopers are communications officers, guards, aide-de-camps, and other orderlies or lower ranking officers. Squad: One officer and four Imperial Troopers. Weapons: Hellgun or Hellpistol and close combat weapon. Options: Up to two of the Troopers may have one of the following each: flamer +6 points; a plasma gun at +15 points; a meltagun at +15 points; a grenade launcher at +15 points; a SAW at +10 points; an auxiliary grenade launcher at +10 points (does not replace hellgun). Up to two of the troopers may be given a LAW for +10 points. This does not replace their hellgun. The entire Command HQ may be equipped with frag grenades for +5 points. Characters: The Command HQ is led by either a Captain or a Colonel. One Trooper may be upgraded to a Veteran Sergeant at an extra cost of +10 pts. Any character may be given additional equipment from the Armoury. Standard Bearer: One Troopers may be upgraded to a standard bearer at a cost of +10 points. Any Imperial Guard units with models within 12" of the standard bearer may re-roll failed Morale checks. The Standard Bearer may be given a regimental standard or holy relic bought at an additional cost from the Armoury. Medic: One Troopers may be upgraded to a medic at a cost of +10 points. The medic receives a medi-pack (see the Wargear section) Primaris Psyker: The Command HQ may include 1 Primaris Psyker at an additional cost of +40 points. He carries a Hellpistol and a close combat weapon and can be given any equipment allowed from the SOC Armoury. The Primaris has the psychic power Scan. Scan: The psyker uses Scan at the start of his Movement phase, and it remains active until the start of his next Movement phase if successful. If the psyker successfully casts Scan, all enemy models within 36" of him are automatically detected. The psyker communicates their positions to his comerades, so all troops in the psyker's army will also consider those enemy troops detected. No enemy model may set up using Infiltrate within 18" of the psyker. Tech-Priest Engineer: The Command HQ may include 1 Tech-Priest Engineer at an additional cost of +40 points. He carries a power and a Hellpistol and can be given any equipment allowed from the SOC Armoury. Transport: The squad may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section. Comm-Link: One of the Troopers may be given a comm-link at an additional cost of +15 pts.
Weapons: Power axe and Hellpistol. Options: A Tech-Priest Engineer can be given any equipment allowed from the SOC Armoury. Command: Tech-Priest Engineers may be attached to any Command HQ or Command Squad. |