Minervan Tank Legion Imperial Guard Army List

The enemy before you is no differnet than any other we have faced. Trust in the Emperor, hold the line, and guard yourself against weakness. They will break upon our wall of steel like waves against a cliff, and then we will punish them without mercy.

Colonel Derrick Skautt, Minervan Legion

Forces

The Minervan Tank Legion Imperial Guard Army List uses the datasheets from the Minervan Tank Legion Forces section, the Imperial Navy Forces section, 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 Minervan Tank Legion regiment. It can also be used as a stand in army list for other armoured Imperial Guard regiments, such as the Dniepr Tank Corps, Konig Armoured or Teutonian Heavy Tank, among many others.

Minervan Tank 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.

In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company. 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. Note that you may take any type of upgrade for any type of company.

Tank companies, platoons and squadrons may be comprised of different Leman Russ variants. The number of variants, along with the maximum number of rare variants, is listed in the units column. The variants themselves are listed in the Leman Russ variant and Leman Russ rare variant charts. Each variant taken adds to the cost of the formation or upgrade.

Minervan Tank Legion Imperial Guard armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. A maximum of up to a third of the points available to the army may be spent on these formations.

Special Rules

The Commissars rule applies to Minervan Tank Legion Imperial Guard armies (see Commissars).

Amphibious

The Armoured Legions of Minerva are able to convert many of their vehicles on the fly for amphibious use. For every 1,000 points one Tank Company may be designated as amphibious before being set up on the table. Amphibious companies count marshes as No Effect and river as Dangerous.

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.

Minervan Tank Legion Imperial Guard Army List

Minervan Tank 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+.

Minervan Tank Legion Companies
Formation Units Cost
Artillery Company Any nine of the following units: Basilisk, Manticore 600 points
Super-heavy Tank Company Any three of the following units: Baneblade, Shadowsword, Stormblade, Stormhammer, Stormsword 500 points
Tank Company Any ten Leman Russ variants, up to two of which may be rare variants 425 points
Minervan Tank Legion Company Upgrades
(Up to three company upgrades may be taken once per company.)
Upgrade Units Cost
Flak Add up to two Hydra +50 points each
Griffon Battery Add three Griffons +50 points
Hellhound Squadron Add three Hellhounds +100 points
Salamander Command Add one Salamander Command +25 points
0–1 Supreme Commander Add one Supreme Commander character to any unit in the formation +100 points
Tank Squadron Add any three Leman Russ variants, none of which may be a rare variant +140 points
Minervan Tank Legion Support Formations
(Any two support formations may be fielded per each company.)
Formation Units Cost
Artillery Battery Three Basilisks, Bombards or Manticores 250 points
Assault Gun Battery Three Medusas 150 points
0–1 Deathstrike Battery Two Deathstrikes 200 points
Flak Battery Three Hydras 150 points
Mechanised Platoon Ten Infantry units and five Chimera 300 points
(add one Salamander Command) (+25 points)
0–1 Orbital Support Any one of the following units: Lunar Class Cruiser 150 points
Emperor Class Battleship 200 points
Salamander Scout Platoon Three Salamander Scouts 100 points
(add one Salamander Command) (+25 points)
Storm Trooper Platoon Eight Storm Troopers 200 points
(add four Valkyries) (+150 points)
Super-heavy Tank Platoon One Baneblade, Shadowsword, Stormblade, Stormhammer or Stormsword 200 points
Tank Platoon Any six Leman Russ variants, up to one of which may be a rare variant 280 points
Vulture Squadron Four Vultures 300 points
Leman Russ Variants
Unit Cost
Leman Russ +20 points
Leman Russ Conqueror +10 points
Leman Russ Demolisher +20 points
Leman Russ Exterminator +10 points
Thunderer Free
Leman Russ Rare Variants
Unit Cost
Destroyer Tank Hunter +70 points
Leman Russ Executioner +20 points
Leman Russ Vanquisher +45 points
Imperial Ally Formations
(Up to a third of the points available may be spent on these formations.)
Imperial Navy Aircraft
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 150 points
Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warhound One Warhound Class Titan 275 points
Warhound Pack Two Warhound Class Titans 500 points
Warlord One Warlord Class Titan 825 points

Minervan Tank Legion Forces

Commissar CH n/a n/a n/a n/a
Upgraded Guns (15cm)
Small Arms
  • EA(+1)
  • Fearless
  • Inspiring
  • Leader
Supreme Commander CH n/a n/a n/a n/a
Upgraded Guns (15cm)
Small Arms
  • EA(+1)
  • Supreme Commander
Infantry INF 15cm - 6+ 5+
Autocannon 45cm
AP5+/AT6+
Lasguns (15cm)
Small Arms

One unit in every two has an Autocannon.

Storm Troopers INF 15cm 5+ 5+ 4+
Plasma Guns 15cm
AP5+/AT5+
  • Scout
Basilisk AV 20cm 5+ 6+ 5+
Earthshaker 120cm
AP4+/AT4+
or 120cm
1BP
  • Ind
Heavy Bolter 30cm
AP5+
Bombard AV 20cm 6+ 6+ 5+
Siege Mortar 45cm
2BP
  • IC
  • Ind
  • Slw
Heavy Bolter 30cm
AP5+
Chimera AV 30cm 5+ 6+ 5+
0–1× Multilaser 30cm
AP5+/AT6+
0–1× Twin Heavy Bolter 30cm
AP4+
0–1× Heavy Flamer 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • IC
Heavy Bolter 30cm
AP5+
  • Transport

May transport two infantry units without Jump Packs or Mounted. Armed with either a Multilaser, Twin Heavy Bolter or Heavy Flamer.

Deathstrike AV 20cm 6+ 6+ 5+
Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
Heavy Bolter 30cm
AP5+
Destroyer Tank Hunter AV 20cm 4+ 6+ 6+
Laser Destroyer 75cm
AT4+
  • TK
  • Reinforced Armour
Griffon AV 30cm 6+ 6+ 5+
Heavy Mortar 30cm
1BP
  • Ind
Heavy Bolter 30cm
AP5+
Hellhound AV 30cm 4+ 6+ 3+
Inferno Cannon 30cm
AP3+
  • IC
Heavy Bolter 30cm
AP5+
Hydra AV 30cm 6+ 6+ 5+
2× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Heavy Bolter 30cm
AP5+
Leman Russ AV 20cm 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Leman Russ Conqueror AV 30cm 4+ 6+ 5+
Conqueror Cannon 45cm
AP5+/AT5+
Lascannon 45cm
AT5+
  • Reinforced Armour
Leman Russ Demolisher AV 20cm 4+ 6+ 3+
Demolisher 30cm
AP3+/AT4+
  • IC
Lascannon 45cm
AT5+
2× Plasma Cannon 30cm
AP5+/AT5+
  • Reinforced Armour
Leman Russ Executioner AV 20cm 4+ 6+ 5+
Plasma Destroyer 60cm
MW4+
Lascannon 45cm
AT5+
  • Reinforced Armour
Leman Russ Exterminator AV 20cm 4+ 6+ 3+
Twin Autocannon 45cm
AP4+/AT5+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Leman Russ Vanquisher AV 20cm 4+ 6+ 4+
Vanquisher 75cm
AP4+/AT2+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Manticore AV 20cm 6+ 6+ 5+
Rocket Launcher 150cm
2BP
  • D
  • Ind
  • Slw
Heavy Bolter 30cm
AP5+
Medusa AV 20cm 6+ 6+ 5+
Medusa Siege Gun 30cm
MW4+
  • IC
Heavy Bolter 30cm
AP5+
Salamander Command AV 35cm 6+ 6+ 5+
Heavy Flamer 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • IC
Heavy Bolter 30cm
AP5+
  • Commander
  • Leader
  • Scout
Salamander Scout AV 35cm 6+ 6+ 5+
Autocannon 45cm
AP5+/AT6+
Heavy Bolter 30cm
AP5+
  • Scout
Thunderer AV 20cm 4+ 6+ 5+
Demolisher 30cm
AP3+/AT4+
  • IC
  • Reinforced Armour
  • Thick Rear Armour
Valkyrie AV 35cm 5+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
2× Heavy Bolter 30cm
AP5+
2× Rocket Pod 30cm
1BP
  • D
  • SS
  • Scout
  • Skimmer
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Vulture AV 35cm 5+ 6+ 5+
Heavy Bolter 30cm
AP5+
Twin Autocannon 45cm
AP4+/AT5+
2× Hellstrike 120cm
AT2+
  • SS
  • Scout
  • Skimmer
Baneblade WE 15cm 4+ 6+ 4+
Baneblade Battle Cannon 75cm
AP3+/AT3+
Autocannon 45cm
AP5+/AT6+
Demolisher 30cm
AP3+/AT4+
  • FxF
  • IC
2× Lascannon 45cm
AT5+
3× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Shadowsword WE 15cm 4+ 6+ 5+
Volcano Cannon 90cm
MW2+
  • FxF
  • TK(D3)
2× Heavy Bolter 30cm
AP5+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Stormblade WE 15cm 4+ 6+ 5+
Plasma Blastgun 45cm
2× MW2+
  • FxF
  • Slw
Heavy Bolter 30cm
AP5+
2× Lascannon 45cm
AT5+
2× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Stormhammer WE 15cm 4+ 6+ 3+
2× Twin Stub Battle Cannon 45cm
AP3+/AT3+
4× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour
  • Thick Rear Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Stormsword WE 15cm 4+ 6+ 4+
Siege Cannon 45cm
3BP
  • FxF
  • D
  • IC
Heavy Bolter 30cm
AP5+
2× Heavy Flamer 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • IC
2× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • 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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • 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+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • 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).