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GF - Feudal Guard v2.9
GF - Feudal Guard v2.9
GF - Feudal Guard v2.9
Do you have extra cash and need someone to get their face
stomped in? Then hire the Feudal Guard and get the best value
for your money!
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Feudal General [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Tough(3) A, C 55pts
Elite Champion [1] 4+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Tough(3) B, C 55pts
Feudal Guardsmen [5] 5+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fearless A, D, E, F 75pts
Weapon Teams [3] 5+ 4+ Heavy Machineguns (36”, A3, AP(1)), CCWs (A1) Fearless, Tough(3) F 150pts
Feudal Specialists [5] 5+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Relentless A, G 85pts
Feudal Engineers [5] 5+ 4+ Shotguns (12”, A2), CCWs (A1) Fearless, Scout H 95pts
Feudal Elites [5] 4+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless B, D, I 110pts
Feudal Cavalry [5] 5+ 4+ Pistols (12”, A1), CCWs (A2) Fast, Fearless, Impact(1) J 110pts
Feudal Snipers [3] 6+ 5+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Fearless, Scout, Stealth - 90pts
Feudal Ogres [3] 4+ 3+ Heavy SMGs (12”, A2, AP(1)), CCWs (A3, AP(1)) Fearless, Furious, Tough(3) K 180pts
A Replace one Assault Rifle and CCW: G Replace any Assault Rifle: Special Rules
Pistol (12”, A1) and CCW (A2) Free Flamethrower (12”, A6) +10pts Bird of Prey: When the hero is activated pick
Replace one Pistol: Shred Rifle (18”, A2, Rending) +10pts one enemy model within 36” and roll one die,
Plasma Pistol (12”, A1, AP(2)) +5pts Plasma Rifle (24”, A1, AP(2)) +10pts on a 4+ it takes 2 hits with AP(1).
Replace one CCW: Grenade Launcher–pick one to fire: +10pts Commander: When the hero and his unit are
Energy Sword (A2, AP(1), Rending) +5pts HE (24”, A1, Blast(3)) activated pick one of the following orders, and
Energy Lance (A2, AP(1), Impact(1)) +5pts AT (24”, A1, AP(1), Deadly(3)) they get one of these special rules until the
end of the round:
Energy Fist (A2, AP(3)) +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
• Double Time: +3” when moving
Upgrade with:
• Take Aim: +1 to shooting rolls
Feudal Steed (Fast, Impact(1)) +10pts H Upgrade with one:
• Focus Fire: AP(+1) when shooting
Squad Weapon Attachment +60pts • Fix Bayonets: +1 to melee rolls
B Replace one Heavy Rifle and CCW: (add one Weapons Team model
Heavy Pistol (12”, A1, AP()1) Free with Burrowing Torpedo) Field Radio: If this unit has a Commander,
and CCW (A2) then it may give orders to other units that
Replace one Pistol: I Replace up to two Heavy Rifles: have a Field Radio up to 24” away instead of
Plasma Pistol (12”, A1, AP(2)) +5pts Flamethrower (12”, A6) +5pts to his own unit.
Replace one CCW: Shred Rifle (18”, A2, Rending) +5pts Medical Training: This model and his unit get
Energy Sword (A2, AP(1), Rending) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts the Regeneration rule.
Energy Fist (A2, AP(3)) +10pts Grenade Launcher–pick one to fire: +5pts Purity Scroll: This model may block spells as
HE (24”,A1,Blast(3)) if it had the Psychic(2) special rule.
C Upgrade with one: AT (24”, A1, AP(1), Deadly(3)) Tactical Console: When the hero is activated
Purity Scroll +10pts Heavy Volley Gun (24”, A3, AP(1)) +10pts pick one friendly unit within 12”, which may
Commander +15pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts immediately move by up to 6”.
Bird of Prey +20pts Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Psychic Spells
Forbidden Lore (Psychic(1)) +20pts
Foresight (4+): Target friendly unit within 12”
Tactical Console +45pts J Replace all CCWs:
gets +1 to hit next time it shoots.
Energy Swords (A2, AP(1), Rending) +15pts
Flame Breath (4+): Target enemy unit within
D Upgrade one model with one: Energy Lances (A2, AP(1), Impact(1)) +30pts
12” takes 2 automatic hits with AP(2).
Field Radio +5pts
K Replace all Heavy SMGs: Protective Dome (5+): Target friendly unit
Feudal Standard (Fear) +20pts
Mini GLs – pick one to fire: Free within 12” gets Regeneration next time it
Medical Training +45pts
HE (12”, A1, Blast(3)) takes wounds.
E Replace one Assault Rifle: AT (12”, A1, AP(1), Deadly(3)) Expel (5+): Target enemy unit within 12” takes
Flamethrower (12”, A6) +5pts Heavy Batons (A3, AP(2)) +15pts 1 automatic hit with AP(4) and Deadly(3).
Shred Rifle (18”, A2, Rending) +5pts Replace all CCWs: Psychic Speed (6+): Target friendly unit within
Plasma Rifle (24”, A1, AP(2)) +5pts Light Shields (Defense +1 in melee) Free 12” may immediately move by up to 6”.
Grenade Launcher–pick one to fire: +5pts and Shield Bash (A2) Tempest (6+): Target enemy unit within 6”
HE (24”, A1, Blast(3)) Heavy Shields (Defense +1) +10pts takes 1 automatic hit per model.
AT (24”, A1, AP(1), Deadly(3)) and Shield Bash (A2)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Upgrade all models with:
Bayonets (AP(1) in melee) +5pts
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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Heavy APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Fearless, Impact(6), Tough(9), A, B 265pts
Transport(11)
Heavy Support 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(9) A, C 340pts
Vehicle [1] 2x Twin AA-Cannons (48”, A4, AP(2), Anti-Air)
Heavy Battle Tank[1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(15) A, D 380pts
Nova Cannon (36”, A1, AP(1), Blast(6))
Heavy Walker [1] 4+ 2+ 2x Heavy Swords (A3, AP(2)), Fear, Fearless, Tough(9) A, E 220pts
Stomp (A1, AP(1))